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preproduction

map.PNG

When making my map I decided to use pipes that can be used as bridges to be able to get to the other play area I got this idea from a place I used to go to as a child called monkey business where there would be pipes that you can see out of when climbing through to different areas this lead to me putting them in my map and my level. there are two play areas here connected by bridges these bridges are attached to both the the third floors of the play areas. with the cafe area (the orange bit) this will be a seating area with a cafe where the parents would sit in while there kids would play in the play area. 

This is the first floor of the left starting tower the layout that i have gone with is simple but slows down the player a bit to the point they could possible die. This is also the end point for play area where you leave to the next area. with the red points on the map they are place to hide from the demon escape death there 2 of these on each level they will be in the form of a ball pit or behind a curtain

The reason as to why I am making the level a maze in the play area is to give challenge to the player as it would be very easy to navigate if it was a straight line and would make the game a lot faster to get through

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When thinking about the second floor I had to match the staircase going up it had to be in the same place so I built my level around the staircase for this floor if I think about each floor as a level then that staircase would be the start and other would be the end however this switch around as the game starts on the top floor of the play area. With this flour it is made help the player when they go wrong as if they perhaps go wrong the player would find a hiding area to where the doll would go away from the player to give the player time to get to the end of the floor.

With this floor it starts from the stairs as that is where i started this level from and based around from that the stairs I had idea to connect the towers so you could go down either tower that suits your preference. 

With this level it is the one this is the floor of which the player starts from, the player would start in the top left of this floor and would make his way ether through the tunnels or down the stairs to the next floor. 

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With this floor there are 3 place you can start from they  are the the 3 bridges going into the room your goal for this floor is to get to to the stair case and go down it I built this level from the bridges and it is built around the bridges In this level there is not really anyway to get lost as each way leads to something like getting a hiding spot or back to the bridges or to the stairs.   

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The start of this floor is the bottom left stairs you can hide in the hiding spot behind it. the of the floor ends when you go down the other floor with this floor there is only one set way to get the end and serval ways to get lost with this somebody could easily die there with no hiding spot to get into. As to the reason I did this was to give the player a challenge on the middle floor. 

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t2 fl1.PNG

With the last floor of the second tower i decided to have the stair quite far from the door as the door is the exit as well as hard to find hiding spots but to find the door is quite easy to all you would to do is take 2 lefts a right, a 3 lefts then you are there at the exit.  

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Block out

When first making the the block out I started without having a map so I did really understand what I was going so I went back a made a map completely change the idea I had for the map as a whole and also added pipes that joined two play areas into one and also decided to have two play area as a whole When making the block out I had difficult time making the 

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The next Thing I did was create the insides of the buildings Which where a maze is it has 3 floors and each floor is different and follows the maps above the biggest problem I had with this was that I was running out of space it the buildings I made this was due to making the corridors being to big to fix this i moved the walls on the outside out a bit this made it so I could have more space. Another difficulty I had while making the insides was the stairs going up a floor as this is in playarea it was quite iratating as the stairs didn't look like they fit in a play area and it would be really hard to code the character vaulting up big stairs for each one a I didn't like that so instead I made them normal stairs but at same time they where hard to make as I need the exact size and not big enough to where I cant run up But in the end I manage to do it but it is very clunky.

Coding 

Running system with stamina

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run with stamina bar.PNG
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With creating the stamina and run with holding shift system i started out not creating the stamina bar i just was creating run when shift is held to do this i followed a video That I found when doing research about Running when shift is held The video i watch was by Ryan Laley And was the best video i could find from YouTube. once i had done it i Started watching the video about creating a stamina bar to go along with my sprinting with shift however he done his sprinting system in a better way so deleted the other one and started following the tutorial by Matt aslpland I then Used the same variables from the other video which I made while following his video instead of creating new once This did not cause any problems thankfully. I then went on to no more further problems and up above the two videos show how it turned out. With the stamina widgit I done that by adding a progress bar and adding a 100 percentage to it. I then went and added a lung next to it to represent what it means and makes the player to have further understanding of what the progress bar does. 

Pause Menu

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Pause menu.PNG
Pause code.PNG

When making my pause menu I started with making the pause widgit This was made by adding 5 buttons and adding text on to them I then started following the video in my context and research by Matt alpland  to learn how to pause and unpause the game I then went on to leaning how to When quit button is pressed return to main menu and quit to desktop shows up and then when pressing main menu it opens the level named main menu but when making this i did not have a main menu so I done it in the wrong order the part that caused me trouble was when resume was pressed it didn't allow you look about unless holding left or right click how I fix this was by when resume was pressed it would also put me into first person game mode allow me to look about.    

AI Code 

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When starting this code I followed a video linked in research when making it I went in with a big problem with my code firstly a "reference to self"  so that meant that the code didn't know who it was talking about and where to go, in the end I found the problem needed to search up self while no trying to attached it to anything and I need to have context sensitive off. The next problem i fell into was when I mark and wrote down all coordinates before I test the ai with 2 so i ended up with like 36 cords then I tried it with 2 and realised I follows a track and doesn't just run into walls meaning i could put it down to like 16 cords. How this is done is by getting a "AI move to" box then attaching reference to self to and then the location on to destination and then on success you attached it to another "AI move to" and then on the last one you do you attached it to first one so it loops to the beginning.  

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What this code does is basically every 0.1 seconds it run a code seeing if it can see the player if it cant it will carry on with its patrol route and if it can see the player it would then chase the player till it can no longer see you but once it see you. When does see you and starts chasing you it also starts playing chase music that is  non-copyright sounds from freesound. It then stopped when it could no longer see the player it would then reset and when it saw the player again it would play the music again. With this i had no problems with, it was just tedious because i had to watch 4 different videos by Matt apland to get but thats all.

death screem with screme audio and removal of chase audio when death screne is up.PNG
Collision box on ai.PNG
Collision box on player.PNG

The first thing I did was create the death screen how i did that was create a widgit then place and image on the screen then I got a horror image from google that was copyright free I then placed a collision box on my AI and cast to first person character that would activate when overlapped with the players collision box I placed and would place the death screen i had onto the player and then after 3 seconds it would  remove it from player screen and play the level playtime which would just place the player at the beginning. I then added in half way through  a scream that would play when the death screen pop up i then pressed play and I realised when caught that the chase music was playing when the death screen was there so I made it so when the box collision over lapped the chase music would end. the only thing i couldn't fix was that the scream was delay.

death screem with screme audio and removal of chase audio when death screne is up 2.PNG

I then went back and put a sequence after stop which leads to create death wigit and do once that plays the scream so that they play at the same time. 

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This is another AI i did but i just copyed a pasted all the code from the other one then changed the locations put it in the other building as when think about the whole map there are 2 buildings and only 1 ai so at first i was going to make it so the if the player went into the other building then the ai would go there but decide agaisted it as first i didn't know how to do it and secondly i there was no tutorials on it so i decided to go with another AI. 

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This is another AI that i copyed and paste but he is down bellow outside He was made because when testing once people got down below they complained that was nothing down there so i decide to put another AI down there with a delay before moving of a minute and is 1.2 times fast than the others that due to them made being able to out run it.

Props

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ball pit pic.PNG
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When making this I started off by making the ball pit in Maya all it is a square that been scaled then 1 face has been extruded down and then a Sphere is add then multiplied by like 100. I then imported it into unreal then made a blue print class actor and attached a mesh to it which was my ball pit. I then attached a camera to it and went to the blueprint in the actor and followed the link in my research of how to hide under a bed in unreal by matt apland. I only had one problem while making it and that was that my key wasn't working because the video was using the wrong one because its a 4 year old video. I fixed it by changing it to a "E Key"

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door code 1.PNG
door code 2.PNG

When starting i made the door in Maya how did this was by grabbing a cube mesh scaling it to where it was basically a flat wall but really small I then I inserted edge loop on the left and right side on top and then extruded both faces then pull then up to about estimated guess of a door height i then inserted a edge loop on the side of the one of the pillars I made and dragged it to the other one and not only did it connect but it made a cool shape by accident but I liked it so I kept it. I then moved on and watch a video about how to open the door The reason as to why I Done a door is because at the very end of the level you have to find a key in the outside area in a time limit before the doll get there and kill the player you then when have the key you open the door and run out and finish the game.

Main menu, credit menu and finish screen 

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MAin menu credits.PNG
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MAin menu code.PNG

The first thing I did when starting to make this was the take the picture I did this by making a big sign in the middle of my game I then went on maya and grabbed 3d text and importing it into unreal and placing it on to the sign I then grabbed the static mesh of the unreal character and placed it on the sign as well I then took the picture of it and placed it in a widgit I then placed 3 buttons onto it I then done the code and it was ready but then I realised when I pressed play it didn't disappear I then realised that it needed to be set in the code of a different level so i made a new level called "main menu" I then copy the code over and deleted it on the level playtime it then worked when start was pressed but I then ran into a another problem when it sent me into the level playtime when I tried to look around I had to hold ether left click or right click how I fixed this was by setting the game mode when play was pressed and setting the mouse cursor off.  I then added a credit menu which I done by when credits are pressed it would remove the main menu and open a another widgit called credits and there is a back button in the the bottom right of that which takes you takes you back to the main menu.

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end game  code.png

When I started making this thing i first dine the wigit which I done by just planning an image on it and not setting anything on it so it made it a black screen I then placed 2 texts on it I then placed a collision box just outside the doors and set on collision with my collision box that I made when I made the AI that it would pop up on my screen for 5 seconds so you can read it and then it would be removed and you would be sent to the Main Menu.

background music 

One of the last thing I did was try to add background music but I want it to be able to stop when caught by the ai however this was quite hard there where no tutorials on how to do this so the first thing I tried was setting the audio as the label audio which another sound was connected to which played when the player entered a collision box that was the same size of the map so it would play when the game started but this didn't work as it was somthing was already set as audio. So I tried again and made a new function and called it audio 2 I then done all the same code but added audio 2 to stop as well when caught but this didn't work I then play around with it for about 2 hours till I remove audio 1 from the circuit and tried it again and it worked but now audio one was playing still when caught so I deemed audio 1 more important and placed it back and looked for another way. The next thing i tried was putting a sequence Infront of the 2 and had 2 stops this actually work and i was relived after 4 hours doing this but then I realised it not that simple and it didn't stop when the player died to the other ai and so I simply copy over the code to see if that was the case but no because the music would stop every second and start because there was 2 collision boxes and I was going in both of them and it was play one and stopping the other so I try to fit them to where they on there own buildings but that didn't work I still don't know why I then saw that the code to stop the music was just going every time the ai move but was only stopping the music and not killing the player so I was at a lost so in the end I decide after about 7 hours of work on that it would go back to just playing at all times and not stopping at all

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Fog

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As a of the final touch to the game i decided to add fog to it as i felt this that it would add a lot more atmosphere to the game a and a horror vibe to it and bring more atmosphere to it it also mode it harder to see down the corridors so you wouldn't know if the the ai is going for you or not. I decided to keep the fog density the same because it worked well i then lowered the fog falloff as it it didn't work well with atmosphere and look bad another way. 

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In the end I ended up with somthing like this now the lighting is really bad in this picture and is best one I could take for some reason but it looks a lot better in game.

Death screen and scream

When the player enters a collision box that is set on the doll a death screen will pop up that is supposed to scare the player a scream also is played when this happens the image was found on google images and was post on reddit for scary faces. This was made by adding the image to a widgit called death screen that I made and was placed in the code a bit above and as you can see it placed out side of the box due to screen being able to see out side of the box placed it is also to have the face in the center of the screen. 

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Here is a video to show how it is in game.

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