Thursday, October 19, 2023

'The Pleasant Hotel': Map Design Progress Update 2

 Map Design Progress Update 2

I have continued working on the mood board, having collected more ideas and inspirations for the project. 




I have made some slight variations as to the Hotel's floor plan. Due to one corridor feeling overly long, making it feel unrealistic, I have incorporated another room in the form of the 'Laundry Room'. Theis long room has two entrances and will give Players the ability to use it as a means of circling in one area if they are being chased so as to not necessitate running a full lap of the hotel; something that will be vital if they have not opened these doors yet as that would lead them to be trapped in  a dead-end, leaning more towards frustration rather than tension and terror. I have also modified the dimensions of the 'Smoking Room' as to give it a more dynamic shape than a basic rectangle, allowing for more interesting layout choices when I come to build this room.

Below: The 'Laundry Room' on the Left and the 'Smoking Room' on the Right.

Additionally, I have worked upon the Hotel's design. I have started adding windows and doors. These range from doors into accessible spaces which the Player/s will need to unlock to progress as well as doors to hypothetical rooms that the Player/s cannot access at all, but give the illusion of the Hotel being more rambling than it is already. Below will be a breakdown of some example doors. 


The door to the 'Reception Room', the first room the Player/s will gain ingress. 


The corridor toward 'The Foyer', lined with long windows and terminating in a set of locked double doors whose key resides in the 'Reception Room'.


One of the doors on the upstairs landing of  'The Foyer' leading towards the West-ward bedrooms. 


The door that leads towards 'The Kitchen'.


The 'Walk-In Freezer' door, wherein Player/s will find something needed for progression.


A hallway of doors to nowhere, hypothetical rooms where Players cannot gain entrance.


More examples of doors to nowhere, only these ones hint to Players that these rooms are barred from their access, whereas others are left un-signposted to give a feeling of mystery to the Hotel and leave Players guessing which rooms are accessible and which ones are not.


Overly-long or oddly shaped passages have been given false doors so as to give reason to their odd shapes and long stretches and make them more realistic.





Finally, my friend Moin has lent me his skill in 3D Modelling and has helped me in creating this antique wheelchair for use in creating the game's first ghost, the Wheelchair Ghost. You can find Moin's other work here: https://moingamejourney.blogspot.com/





Thursday, October 12, 2023

'The Pleasant Hotel': Map Design Progress Update 1

 Map Design Progress Update 1

First of all I have created a mood board to collect images that can inspire the Hotel's visual and spiritual characteristics.

I have already drafted a basic map outline, pictured below.


With this I have created a Block-Out to work from to create the Ground floor level of the hotel.



Below is a selection of images I have taken to draw spatial diagrams from which will help me work on the Environmental Design. Names of rooms are listed above an image.

Hotel Entrance


Hotel Reception Exterior


Hotel Reception Interior


Foyer and Stairwell to the West Wing


Kitchen


Walk-In Freezer


Kitchen Continued


Supply Closet


Dining Room 


Smoking Room


Library


Library Continued


Lounge


Parlour


Manager's Office


Stairwell to the East Wing


Bar


Ballroom


Stairwell to the North Wing


Theatre


Stairwell to the Projector Room


Projector Room


'The Pleasant Hotel': The Ghosts

'The Pleasant Hotel': The Ghosts

Below is detailed my initial thoughts as to the hostile ghosts Players will encounter in the game.




Two ideas for ghosts, The Wheelchair ghost and The Colonel/Soldier ghost, have yet to be fully fleshed out yet but the basic premise of these is that the former will speed after Players down corridors, forcing them to change floors or hide in a wardrobe, whereas the latter makes a loud cry before opening fire with a World War 2 rifle from the other side of a corridor, necessitating Players to crouch to avoid being shot before the ghost dematerialises.



A picture that is somewhat similar to my idea of what the Crawler ghost could look like, if less zombified and rotten. Image from 'The Haunting of Hill House', from https://tenor.com/en-GB/view/monster-haunting-of-hill-house-ghost-scary-crawl-gif-18985352.



A picture that fits my idea of what the Old Lady ghost might look like. Image taken from https://www.scaryforkids.com/just-grandma-and-me/.


A picture that is near identical to how envisioned the Shadow ghost. Image taken from https://forums.rpgmakerweb.com/index.php?threads/shadow-people.141165/.


The closest I can find to what I think the Blindman ghost could look like. Image taken from https://www.123rf.com/photo_127732487_blind-man-icon-isometric-of-blind-man-vector-icon-for-web-design-isolated-on-white-background.html.




The closest I can find to what I think the Wheelchair ghost could look like. Image taken from https://twitter.com/MJsaulsberry/status/1616072028510994433 and is from Scary Movie 3.



An idea for what the Soldier ghost could look like. Image taken from 



'BioLab' Update 2

Recently I have been attempting to follow a guide to making an FPS, which I shall link down below. https://www.kodeco.com/32435756-how-to-cr...