This is my story board for my level. I decided to make my project related to the mind, drawing influences from Inception, the game represents your death as the mind shuts down. There is an ominous repeating heart beat in the background and the world that has been created is a hospital. The weather outside is cold and inside heart monitors display weaker and weaker pulses.
Since the previous submission I have updated and made a new one sheet for my game which I feel describes the game a bit better than before, especially at first glance.
I also improved my storyboard, making it easier to read and follow now.
Here are a few of my models I made for the level:
I knew I was going to make a hospital so I needed to make office objects especially a Monitor, Keyboard and Mouse.
Something else of importance to the hospital environment is a heart monitor however these monitors are more than just for display in my game, pat close attention and you will notice that they provide clues to your current situation.
I was rather pleased with my work on this cabinet as at the time it seemed like a difficult object to make but I was able to make it and I like it's outcome, although they are just for aesthetics in the game.
Here are some snapshots of my game within the Unity scene view.
Outside I have piles of snow built up and a snow storm raging through the use of a particle effect. As this game ends with the realisation that the player character is dead the snow is meant to represent the cold of death.
On the inside the roof collapses, taking influence from Inception, the collapse represents the mind firing off signals in the last few moments of life and the chaos that ensues within the body.
The locked door represents the mind not yet willing to accept what has/will happen to you so it walls you off.
In the extra rooms in the corridor of the hospital there are heart monitors each showing weaker pulses representing your heart beat slowing.
This is the script I used to open the doors of the elevator, I was able to cannibalise (essentially mold it) it to work oppositely I.E the doors close but I also added a co-routine that moves the elevator up. That script is here:
Here is the script I made for the front doors, the doors are automatic doors that open when the tagged player enters the trigger box and activates the if statement to open the doors via transform if the Player is close and if not they close.
The key upstairs is required to open the door at reception downstairs, to do this the door downstairs is locked with a public bool which sets locked to true, there is a Global script that sets a public static bool which determines if the player has the key and the key itself which sets the keyHave global script to true once the player pick's up the key allowing the player to unlock the door.
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