The final evaluation


Well here we are onto the final evaluation. I’m going to start with the development of the project and how we went about it. I think the start of the project went pretty well only being me and Jasdev at the start planning and working out what exactly our 3D level project was going to be about. Later a girl joined our group called Leeoni because she was sick on the day everyone formed their groups.

We built up upon the first intro level “ Timmy's house” two weeks before the project even officially started. This was great and meant we was steaming ahead of everyone else before the project even officially started. By this time me and Jasdev was planning out how we would build the skyscraper.

Now I will talk about the group’s effort in contribution. I think, I myself contributed a fair and great amount towards the group effort of work as I had to actually build the level. I think Jasdev contributed a great fair amount by doing all of the texture work and the majority of the modelling work. I think Leeoni did some poor contribution and hardly contributed any work besides the pool are chairs and for that matter of fact she was the most useless team member sadly.

In general I think the project turned out pretty well and happened pretty successful.

Full view of the level

Presentation day

Well Jasdev also did a video of how the day went on presentation day when presenting our games and I uploaded it onto my personal YouTube channel hope you enjoy it here it is. 


Dem spoilers and easter eggs


This is a countdown of all the spoilers and Easter eggs left in game by Jasdev and his brilliant texturing work.

#1:- First bedroom door has a message written on it saying “HELP THEM WE DARE YOU “and many other doors scattered through the level scared much?

#2:- In the bedroom there’s a wall saying “THE SCREAM OF THE BEAST” with very disturbing pictures alongside with it.

#3:- When you get outside the bedroom there is a text one the one of the walls saying “Adam West along with and picture of “Adam West” holding his hands on his head which is barely see able in game. Adam West is a fiction character based on and voice acted by an actual person called “Adam West” also called "Mayor Adam West” in the show because he is mayor of the town from the cartoon television show “Family Guy”, http://familyguy.wikia.com/wiki/Mayor_Adam_West

#4:- Picture #4 is a picture of the tiled work in the corridor before you reach the actually kitchen saying “Hungry?” on the floor we are you?

#5:- Is a framed picture of our college logo along with the words “loves Jasdev” edited on the with also splats of blood.

#6:- Is and framed picture of the cartoon character “Cleveland Brown” from the cartoon series “Family Guy”. http://familyguy.wikia.com/wiki/Cleveland_Brown . Yes you probably have hinted now jasdev really enjoys Family Guy.

#7:- This is a framed picture of some kind of skull clan tag from the “Halo” game series. I don’t know much about it because I’m not really a big fan of the “Halo” series but Jasdev is.

#8:- At the bar in the swimming pool area there is text in the drinking cabinets that say “Drinking!” and “do it, Or we’ll hunt you down”.

#9:- On the bar tables in the swimming pool area there is text inscribed on it saying “KITCHEN’O’AWESOME 5000”

#10:- In the lobby area there is a picture of Predator holding and human and an alien in each arm from the alien vs. predator series. This looks like conceptual art work.

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#10















The last time you'll breath


And we finally come to the last room of our game. The trigger volume box is there to simply open the door and keep it open once you hit it. On presentation day when you enter the last room you see a static texture model of ‘Alice’ the manikin and that would be the game finished.

Our internal idea didn't make it in the end but I explain this in my 14th post called “This rooms filled with evil EVIIIL!” just to remind you again I'll post it on the entry. The initial idea was that you enter the room you can't move your static and it would be pretty much pitch black, so dark that you can barely see how big the room is. In the distance a light will turn on from above on the ceiling overcasting what you see as “Alice” the manikin sitting down on a chair she will mumble some gibberish for a few second then the light will trip out and she will appear further towards you with another light overcasting her on the room.

This will continue to happen until she get towards you right in front of you face stare right into your eye and laugh, then an screen will fade in saying “thanks for playing our demo we have hope you've enjoyed it”. Unfortunately due to time we didn't get to add in this feature which is unfortunate and only managed to add in the manikin standing up in the room.

Trigger volume box to open the door

Door kismet

Last room view #1 with 'Alice' the manikin

Last room view #2 with 'Alice' the manikin


That creepy television


This trigger when hit will start the an ambient sound toggleable node and this is again as you probably have guessed is an television clip of ‘Alice’ the manikin talking gibberish then it cuts of an replays.

The television in a cube static mesh with a bink texture movie placed on it.

Trigger

Ambient sound toggleable node 

'Alice' the manikin television kismet

I hear the banging


When you walk down stairs to the lobby area you will hit a trigger before you walking into a corridor full of doors. The trigger you hit will just make two doors open and close slightly. When you in this corridor. There is an ambient sound node playing a sound of banging doors that is seamlessly looped thanks to Jasdev. Jasdev created great fade in and fade out of the banging. 

Top of the stairs volume trigger box

Bottom of the stairs volume trigger box
Doors moving in and out slightly kismet

Bangin ambient sound node


Lets have a drink and a swim


If you want to know how the pool lifts work please refer back to my 20th post called “This is going to take a while please lift up my spirits”. This is where I can remind you about the main music on and off trigger though when you travel down towards the pool there is a trigger in the lift shaft that will stop the main music in kismet and when you travel back up the lift there is another trigger in the lift shaft that will turn back on the main music.

There is two ambient sound nodes hovering against the speakers in the pool room to create an realistic sound draw in and draw out distance playing a snippet of a song called “The Eagles - Hotel California” on repeat.

Pool area speaker #1

Pool area speaker #2

Pool area speakers radius