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/





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