Wednesday 29 September 2010

Trigger test1 Multiple doors

so this is my first Trigger test to see if I can move multiple doors from one trigger , its works quite well , just need to sort some sound out for the doors themselves.
If I can suss out how to do this , then all I have to do is make one good looking corridor and move the doors which ever way I want. the next step in this is to animate a blood texture to start seaping down the doors or the walls , should look quite effective if I can pull it off.

Monday 27 September 2010

Project : Hell Hotel

And so it begins the start of the 3rd year , and my idea is to remake my own Twilight Zone horror fest in the shape of an hotel thats set in the 1930-40's .
After watching the like of the Twilight Zone and classics like Hammer House Of horror in the 1980's I wanted to see if I could create a spooky looking atmospheric game level using the UDk engine , mainly so I can use the Kismet to produce the triggers I will need for things like:

Slamming /opening of doors
Flickering lights
decals blood/guts on walls etc
movement of objects like paintings and other objects

Ive always been a fan of this type of horror , where its not what you can see but the suggestion of what might be, and Stephen Kings books like the IT and the Shining are two great examples of this .... as well as classics like Pyscho and the House on Haunted Hill




So this is the look im going for , mainly because of the reference ive gathered and because I was lucky enough to go to Florida in 2006 and 2008 and the ride The Tower Of Terror was the one ride that really ' struck a chord' .

The attention to detail was the one thing I admired that the Disney Imagineers had produced and I want to try and create all this detail in full 3d and have a working level to run around and explore or a camera animated to a set route showing off all my skills as a modeler/texture artist, as I feel this is my strongest skills .

So so far ive come up with the idea and ive started my collection of references, mainly from http://www.towerofterror.org/secrets

which was a gem of a find as it has given me loads of references from the ride and will help me to break down what im going to use in terms of rooms and assets for the rooms .

Also I will have to have corridors linking the rooms together so the player will be fooled into thinking that the hotel is bigger than it really is and it will save me a lot of work by having one main look to the corridors then all I will need to do is place movers in Unreal in different places and the player will think hes in a different corridor in the hotel.