Work in Progress
Revised Paris sequence 17/10/11
Colourcorrection up in this biatch
It’s been a very long time.
I used to map, back in early 2008. Back when Chris was around (before he got banned for beating up animals). Back when Spacew00t was god. Back when your momma weren’t so fat.
It’s nice to be home.
So I’ve been at art school, learning all of this stuff about concepts and whatnot. And now, at the end of my second year, I get to design my own project to work on. I’m making a short story in Hammer.
The story, at the moment, is this:
Your wife has left you. She’s left a letter on the bed, saying that she’s leaving. She can’t say why. You can’t follow her. She’s sorry.
The gameplay is as follows:
Through advice given by my lecturers and stuff I’ve sorted out a concept that seems pretty solid.
The short story will be presented to the player via narrative audio tracks that play when the player presses ‘use’ on an object that would trigger a memory.
The Wife’s voice will be the voice in these audio tracks. She will recount the memory.
The player is confined to a room in which these objects exist.
‘Using’ or interacting with these objects will sometimes teleport the player to a scene relevant to the object (for example, interacting with a poster featuring Paris might activate a voice-clip regarding a memory that took place in Paris, and the player would, for the duration of the voice clip, be teleported to an area designed to look like Paris).
The experience is open ended - there is no set order in which the player should interact with these objects.
The story will be revealed to the player through the voice overs, and by experiencing more voice-over memories the player will piece together the story.
The level will be presented in a gallery space at Uni. When a player gets bored, he or she leaves the game and the next person can come and pick up where the player left off.
As such, each object can be interacted with more than once, as the new player will need to interact with the same objects the previous player interacted with in order to experience the story fully.
Attempting to use the contrast of light and darkness to draw the player’s attention to a letter which activates the wife’s audio which introduces the situation more clearly, so that hopefully each new player will go to this letter before they go to the other objects in the room.
Testing effects for possible use in the areas where the player is teleported into a memory:
(I applied a custom refract material to a smokevolume)
Reshuffling room to make it feel more like a married couple’s room. I’ll sit down and actually design the space tonight.
Testing my refraction shader as applied to a static brush.
I’ll update this thread when I have the time with development screenshots and videos. If I stumble across a new technique within the Source engine and you want an explanation as to how I achieved it, just ask =]