Posts Tagged ‘Little Red’

Here are the Screenshots of the final version of the Little Red Level:

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Evaluation:

To fulfil the brief we first got into groups and brainstormed ideas of books to base a game on, we came up with several fairy tale story’s like Snow White, Sleeping Beauty and Little Red Riding Hood, but in the end we decided to go with the Little Red Riding Hood survival concept we came up with. We then expanded on the idea and decided to set it in London around the time of the Jack the ripper killings. We then researched maps of London and old architecture as well as some of the information on the ripper killings.

With all the information gathered we then plotted a route on one of the maps this would be our level. We then drew a map with rough scale measurements on how long the streets should be and how wide the alleyways were. I then took this map drawing and worked together with Ryan to make a copy in Google Sketchup, we also added the points were you could hide, couldn’t access, tutorial points etc. with colours and added a key so we wouldn’t forget and the rest of the group could understand easily.

With the basic layout made everyone in the group made their own houses to put in the level, this was there would be more variation and make it look more visually pleasing then a level populated with just one or two buildings. I was very pleased with my building design and used custom textures. I also make the sides as septate panels this way my house could be put next to another one without bits sticking out the side and if it was at the end of a street you could just slide a panel onto the building. I also made street lights, lanterns, fruit stand and a wagon these were to be used to add more detail to the streets and the fruit stand and wagon were going to be used as roadblocks in some areas stopping the players progression.

We then started to place all of the houses on the map, we each took this in turns before we broke off for Christmas. For the holidays we each were given one section of the map to do and I was given the job of positioning the houses in the upper centre area, the lampposts and creating the roadblocks (as mentioned earlier). We all then met up before the hand in and combined all our separate files to create the final result.

Overall I am happy with the final outcome; I also think our teamwork was good because everyone finished their tasks and communicated with each other sharing thoughts and opinions as well as help if something wasn’t going right. But if we had more time I would have liked to add more custom textures and have a wider verity of houses. I also think the wagon could have been made better if I spent more time on it or used the warehouse to get existing models and combined pieces to make something new that looked like it fit in the time period.

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Road Blocks.

Posted: January 8, 2013 in Craft & Media Tec
Tags: , , ,

My second job on the Little Red level design was to make some roadblocks to block some of the roads to stop the player taking that route. I decided to make a cart and a fruit stand as they seemed to fit the time period.

Road Block 1

Road Block 2

Road Block 3

Road Block 4

Road Block 5

Road Block 6

Road Block 7

I then added the road blocks into the house pallet to be easily placed in the level.

Road Block 8

We started to develop the map a but more and experiment with were the buildings would go and how our map design would look in 3D:

Map Development 1

Map Development 2

We all took it in turns to place houses on the map until we broke off for Christmas.

This is the final house pallet we put together with everyone’s houses and the street lamps.

House pallet final

map development 3

map development 4

map development 5

map development 6

map development 7

map development 8

We then assigned everyone a job to do over the holiday. I had to finish placing buildings on the upper half of a street and alleyway in the center of  the level and make the road blocks.

Here is the finished house layout of the section I was given.

house layout 1

house layout 2

house layout 3

house layout 4

house layout 5

house layout 6

Once I finished making my house I decided to make a Victorian style street light one to stand in the street and one to clip on the side of a house.

oil lamp

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oil lamp8 zoom

oil lamp8 zoom 2

This is an image of the lamp in use on the streets of our level in its early development stages.

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After creating the basic layout for the map everyone in the group made there own houses to put in it to add more verity than if just one person made every house. these are the development shots of my victorian style house.

House01

House02

House03

House04

House05

House06

House07

House

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I decided to make the side panels separate so the house could fit nicely next to any other house without them and can be added to either side if its on its own or at the end of a street.

House9

Houseside

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Houseside3

Houseside4

House10

HouseBACK

I re-used the windows from the front of the house on the back of the house.

HouseBACK2

HouseBACK3

I then made another version of my house with the front side panels missing. The next step was adding textures and a roof.

Front View.

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Back View.

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Right Side View.

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Left Side View.

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Top View.

House top

I then made a pallet of my houses by making a grouped version of every combination possible: no side panels, both side panels, left side only, right side only, left side attached and right side attached. this will make it much easier to select the grouped version of the house you need to place on the map instead of spending time trying to line up the side panels when you need to attach them.

house pallet

We started by looking at maps of London that dated around 1889 (close to the end of the Jack the ripper killings) focusing mainly on the Whitechapel area.

we looked at various maps but in the end mainly focused on this one selecting the Christ Church area to set our level in.

Whitechapel_Spitalfields_7_murders

We all then researched different reference materials to help us and I found some interesting information about what sort of place the streets of Whitechapel where around this time:

London in 1888 was a divided city. Just like today, the West End was the

wealthiest area, and the East End was much poorer. Jack the Ripper operated in

the East End, Whitechapel, for a variety of reasons. The smoke and stinking gas

fumes choked the streets so badly that at times it was not even possible to see

your own hand in front of your face – these smogs were called “Pea Soupers”

because of their greenish colour.

Housing was disgusting. There was no sanitation and sewage ran openly through the

overcrowded, maze-like streets. There was little work available for women and no

social security for those women who were unemployed. Many were forced to

become prostitutes to survive. For many such women, their only escape from their

terrible lives was drink and they quickly became helpless alcoholics.

The full document can be found here.

I liked the idea of the smog and think it will make a great device to build tension and keep the players vision to a minimum making it harder to navigate round the level.

We then brought all our research together and talked about what we liked and disliked then worked together to do a rough sketch of the map after marking our level route on the existing map.

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We then made a digital version in Sketchup:

scale map

We then assigned different jobs within the group and I was given the task to work on the map along with Ryan. We then continued to develop the map highlighting key areas and places events will take place:

scale mapv2

scale mapv3

We then added a key to help us remember what each colour represented and to make it easier for the others in the group to understand what was going on.

map with key

We were asked to get into groups of four and come up with a concept for a level of a game based on a book hear are the ideas we came up with:

Level Ideas

Little Red Riding Hood game Ideas:

  • Get through the forest before the big bad wolf gets you.
  • Survival horror game.
  • 3rd/1st person view.
  • Have to hide from the wolf if he’s nearby climbing trees and hiding under over hanging tree roots.
  • Wolf could be alpha male of pack so you see the little wolfs first as a warning sign he’s close.
  • Lil red is quick and agile big bad is slow but strong.
  • Grandmas house is goal wolf still gets lil red.
  • A set forest path with multiple hiding spots at sections.
  • You hear the wolf’s voice taunting you and it gets louder the closer he gets.
  • You have a lantern to light your way and a limited number of flint to re-light the lantern and you have to put it out to not attacked the wolf when he is near.
  • Lil red could be hunting down the wolves and stealth fully taking them out to get to grandma’s house.

Snow White game ideas:

  • Storming the castle to take it back from evil step mother.
  • RPG game-play leveling up in the forest to gain the skills to take back what is rightfully hers.
  • Dwarf running to reach snow white before she eats the apple.
  • Platforming game similar to Crash Bandicoot’s level style
  • Snow white killing huntsmen in the evil forest.

Sleeping Beauty game ideas:

  • Dream world where you have to escape the dream world to wake up.
  • Puzzle, platforming game.

We decided to go with the Little Red Riding Hood idea so started to expand on it further:

  • Settings, Forest, town, back alleys, sewers, junk yard.
  • Lil red could be killer running from police.
  • Lil red could witness a murder and be chased by killer. – She has blood on her hands leaving a trail on everything she touches.
  • Set in Victorian times, London.
  • Stamina bar – could be represented by the characters breathing.
  • Can climb onto roofs and do free running.
  • Lil red needs to hide to recover stamina.
  • Lil red gets killed when she reaches the safety zone as she meets the killer in disguise there
  • Killer is shrouded in shadow and you only see the glow of his eyes and his smile or his face is only lit up when he lights a cigar.
  • Goal could be police station or church.
  • Multiple routs with dead ends.
  • Could be hinted you will be killed at the end but fade to black before anything happens.
  • If jump scares are used they should only be used twice this will build dread in the player as they are expecting more but they never come because jump scares are not scary but startling unless they are earned with build-up causing dread. If you have too many they become annoying.

Plot Summary:

Little red witnesses the murder of a woman around her age and sees a shadowy figure stood over the body holding a knife dripping with blood. The figure slowly stands and turns to face you then puts his finger on his lips and goes “shhhhh” and then grins menacingly and starts to walk towards you. You immediately turn and run then the game play begins.

When you make it to the police station you are given a blanket and are sat with explaining your story to the officer on duty he turns with a drink in his hand and says “shhhhh it’ll all be alright now” and smiles menacingly looking identical to the smile on the killer then the game fades to black.