vrijdag 10 april 2009

Progress overview:

Progress made last weeks (will update weekly from now on)

Mindmap:



Movies watched:
-Silent Hill -Mullholland dr.
-Silence of the lambs -Sixth Sence
-Donnie Darko -Sphere
-Psycho(1960) -The Shining
-Aliens -The Thing
-The Exorcist -Blair Witch Project
-Skeleton Key -Event Horizon
-28 days later -Shallow Ground
-28 weeks later        -Texas Chainsaw Massacre
-Memento                -Se7en



Games checked:
-Silent hill 1 -Doom 3
-Silent hill 2 -Fatal Frame
-Silent hill Homecoming -Dead Space (demo)
-Alien vs Predator -Resident evil 1
-Resident evil 2 -Resident evil 3
-Resident evil 4 -Resident evil 5
-Dino Crysis -Siren



Reading:
Psychology of fear - Paul L. Gower
The Dark Tower Part 1 - Stephen King
The Dark Tower Part 2 - Stephen King
Numerous internet articles, writing down interesting stuff for Supportive Narrative.



Starting Productionfase making a list of models that need to be created:

Classroom: 
Mannequin - male child
Mannequin - male child slaughterd 
Mannequin - female child
Mannequin - female child slaughterd 
Mannequin - female
Mannequin - female slaughterd
Benches
Atributes (on tabels like pens)
Walls with posters
Schoolboard
Fluffy goat toy
Lights
Windows
Heating
Frontdesk

Funeral:
Inside of church
Coffing
Benches
Mannequin - male
Holywater pedestal
Church doors
Altar
Cross
Candles
Flowers
Holy attributes (bibles and misc.)
Lights


Finealized the concept, creating a basic game and leveldesign (see below).

-Alwin

Concept: The Story Explaned


This concept is "a walk down memory lane" for the main character.


The demo shows all traumatic and sinfull experiences the character had throughout his life. As you can imagine, this persons life going to be a bad trip as he relives all his sins again. The player start in a corridor with different rooms to its left and right and each room has its own little part of sick and twisted history.


What the player doesnt know, is that he is extually already dead, and his life full of sins causes him to endure purgatory before 'god' reaches his final decision: Heaven or Hell


Every other room (not in cluded atm) is a step further on the timeline all the way to the players death, where the final judgement is already set and this was all just to let the sinner see what he has done wrong in his life.



What im trying to create is a horror/suspence experience where something is 'wrong', but the player doesnt know what untill he enters his own funeral and all starts making sence.


-Alwin

Main hall 'level design'

Althought its just a hallway, I defined a style which I wanted to show


Style:
Hospital – present day

Modern design (hospital), white ( color of death )
Only room with colour
Red handlebars along the side
'Hotel California' on the speakers

Room 2 Leveldesign

This is the basic level and gamedesign for the last room in my demo.



Style:
Funeral (classic church) – Present day, Black & White

Player walks in (own) funeral (classic funeral music plays )
Room filled with mannequins (sitting still, grieving sound)
Choir in upper seats, all mannequins none moving
As player passes holy water, it starts boiling
Player moving forward, some mannequins start laughing
As the player enters the coffin, all mannequins start laughing
When the player stands next to the coffin, the music stops, and the church start breaking down.
Dark music starts as the whole building lights on fire. Mannequins start screaming and the floor collapses.
Player falls down (to hell)

Room 1 leveldesign

I worked out my new concept into something visible.

The original plan was to make a hallway with some rooms to the side, and at the end the last funeral room. Since I have to do everything myself, I start of with the first and the last room of my demo, to be sure that those are finished at the end. I can add more rooms if the time allows me to.

Room 1: The classroom


Overall style:
Classroom – 50-60’s Black & White

Classroom filled with mannequins ( children )
Sound of laughing and playing children
Player walks in halfway, lights go off.
Child(ren) screaming
A (scape) goat bleats
Still dark, player walks towards the sound of the bleating goat
When close enough light shines on a fluffy goat
Player picks it up and the lights turn on
All mannequins are slaughtered, blood is black.
Player gets out