Friday, January 27, 2023

Zone B: The T-Junction Hallway

 The T-Junction Hallway; the main shop floor for the Centre's Fourth floor.

(Please forgive a current lack of roof)



Exiting the comfort of the Security Office, the Player exits into the light...


…only to face the darkness beyond.


The floor's repeating tilework echoes the carpeted hallways of the Overlook Hotel in 'The Shining'.


A clock stuck at the 11-ish mark. Note, the clock's hands don't move. Is it broken or is the night eternal?  


Springing out on an unsettling angle, a bridge crosses the divide to the other side of the room. 



In the blackness below, the Player can see that there are further floors beneath them...


…but what's that in the darkness?


Along the Left passage (the side with the Security Office entrance) is a clothes store with it shutter up. 



Considering the otherwise emptiness of the Shopping Centre, isn't it odd that it seems to have lights in its windows?


In the windows are three ominous mannequins. I hope they all stay there!


A large open area with advertisement poster boards here conveys to the Player that this space is meant to allow numerous people to occupy this shop floor. Its current emptiness only adds to the Player's sense of loneliness.


Playing of Liminal Space, this long corridor on the Right side seems to almost go on forever as a result of how it has been lit.


The corridor on the opposite side (the Right) is equally Liminal, but is rather different in its approach. Rather than being seemingly endless, this corridor feels almost as if it is endless in that it is longer than the previous corridor. 


The journey down this corridor builds tension as the Player can see their objective, the window at the end, but must first pass through the light...


…and into the dark...


…and then back into the light.


…until they reach their goal. The passage from light to dark repeats itself several times, almost feeling to the Player as if they are passing through several micro-spaces rather than one singular game space; each patch of darkness rendering them almost blind and hopefully make them feel insecure.
 

Although impossible to see through a static image, by texturing the window with an animated texture, I have simulated rain. This implies to the Player that there is indeed an outside world and that the darkness without is that of night and not some empty void.


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