I set-up a moving footstep sound which would move when the player touches the door, the sound would make it look like as if someone is walking with the player. But for some reason it didn't look like the sound was moving at all.So I left it there and moved on. To make the sound work I added a sound-cue movable which is made in unreal by using a wav format audio. For a lot of the sounds this has to be done, unless it is a ambient sound.
Yes the cheapest scare, using these pictures that are set up behind the map which obviously the player cannot see. As the player touches any of the four triggers on the map it would play a matinee sequence which is for split second. The player cannot move for that split second like a cinematic. But it is so fast that it's impossible to identify it. I also increased the play rate in kismet to x2 what it is in matinee because it wasn't fast enough. Very cheap and easy to make. :)
In this week i also made a very basic iphone model, which acts as a torch which Azam has in his map but I wanted it to look different. To make the light work Azam told me to attach it the player with the light this would give a good impression of a moving light source.
The best cinematic we have in our map although it has no context, I just wanted to make it. I wanted to break the glass at the front door. So using a impulse from the actor section in the content browser and setting it so it fractures gave a good outcome. There was some settings that I changed from default in the fracture and the impulse. Making the impulse toggle with a lot of other things like lights etc.When the trigger is touched it breaks the glass, and adding sounds and the scary girl there was a good outcome. Also to make the chairs fly was very basic, replacing the chairs with a rigid body automatically made them fly. Also the cloth had to be set up so it reacts with game-play physics, because the flat cloth was made in Maya within one minute. When the game starts the cloth automatically falls on the white draw with convincing look. Enabling game-play physics also made it move when the impulse in activated.
Above is the way I made the game show some text, adding delays to the logs with a string displayed the messages Some of the messages only trigger after using a object like the lift or walking over a touch trigger.
Now to make the lift only open when the player has the scalpel was very hard so Azam helped me with this because he had this feature in his first room. Once the player use's the lift (by pressing e) a message would tell him "I need something sharp to open it" after that 2 other messages would hint the location of the scalpel. Now so that if a player that opens the last cupboard before using the lift would not be able to see the scalpel although he can pick it up. To stop this I made the scalpel hidden and it's only unhidden once the player uses the lift.
After the player has picked up the scalpel a remote event is played basically it doesn't have a touch or a use trigger, after a set time (using delay) it automatically starts playing. So after 5 secs of picking up the scalpel the cinematic of "You Shall Not Pass" plays. I don't know what I was thinking when I made this instead of slowing or "stopping" the player the ghost seems to make his walk shorter. (very bad) Apart from that the cinematic would toggle 3 particles which I tried syncing with the thunder in the sound. To make it look like as if the player was thrown back by the impact was pretty fail because the camera was just zig zagging up and down which was pretty bad. :(
Making the chair fall was pretty easy. I set a physics of the chair to a rigid body when the trigger is touched. The matinee sequence basically guides the chair where to fall, just using 2 key frames of the chair moving down, got this to work nicely.
This is the sequence for the last scene, a lot of work was gone into this scene but not much of it is noticeable. 3 lights flicker, the character moving with the animation, also the camera falling with the fades (blinking). It was very hard but it was done by me. the sound was pretty bad. I wish I could of found a lot better sounds.
This is all the kismet in my map.
This is the sequence for the last scene, a lot of work was gone into this scene but not much of it is noticeable. 3 lights flicker, the character moving with the animation, also the camera falling with the fades (blinking). It was very hard but it was done by me. the sound was pretty bad. I wish I could of found a lot better sounds.
This is all the kismet in my map.










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