Friday, January 27, 2023

Zone C: The Long Lobby

The Long (Short) Lobby

 SIDENOTE: Zone C (The Short Lobby) on the diagram has been re-designated as the Long Lobby to more accurately reflect its characteristics.



Starting with a sharp turn on an irregular angle, a short dark corridor (of which, minor changes have been made since this screenshot) leads into...


…A large Liminal Lobby space. I designed it in such a way as to imply to the Player that this space is currently silent and empty whereas it would normally be full of movement and noise.


Although leading to nowhere at the moment, the passage above will lead onto another corridor that takes the Player into the Cluttered Restaurant space.


Within the Lobby there stands two lifts that do not function. Since this screenshot was taken, I have updated the lift door texture, making it a scratched steel texture, adding more realism to its appearance.





The Player can enter the lift on the Left, but the buttons are unresponsive. I intend to put an "Out of Order" sign by the controls when I have sourced one.


Through the doors of the other lift, ominously shrouded in shadow, is yet another mannequin. I hope to use this as a spot to add a jump-scare with the mannequin suddenly appearing from the shadows and then disappearing a shortly after the Player moves away for them to discover its disappearance some time later.


To give a sense of previous occupation to the Lobby, I have included vending machines and a claw game to make it feel as if it was fairly recently inhabited.


The inclusion of the claw machine allowed the creation of a point of interest as a visual draw to the Player. They should see the plushie on the bench and hopefully feel inclined to investigate.


This should hopefully lead to them discovering the poorly disposed of knife. I intend for this to be interactable by bringing up information on the object upon investigation. This mechanic I can use with various other props to give the Player something to do.





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