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Development Overview
Game Name: Hello Neighbor
Genre: Survival Horror
Engine: Unreal 4 (Hello Neighbor Kit)
Development Time: 16 Weeks (192 Man Hours)
Genre: Survival Horror
Engine: Unreal 4 (Hello Neighbor Kit)
Development Time: 16 Weeks (192 Man Hours)
DREADFUL HOSPITALITY: REFINEMENT PROJECT
The following video shows the changes I made in my latest update of Dreadful Hospitality.
THE STAIRS & STAIRCASE AREA
The changes I made on the stairs were purely from an aesthetic perspective. The previous version looked like steps rather than a staircase you'd see in a house. Originally, I thought that adding railings might have ruin my intended gameplay. When I started redesigning the stairs, I noticed through testing that there was an issue. Sosed (the enemy AI) couldn't use the stairs anymore. The navigation broke because new geometry was placed in a way that disrupted his pathway. This was easily fixed after creating simple geometry and constantly testing for errors.
In addition, the area itself went through some iterations as well. I took out unneeded items, swapped some textures and widen the hole underneath the staircase for players to access easily.
In addition, the area itself went through some iterations as well. I took out unneeded items, swapped some textures and widen the hole underneath the staircase for players to access easily.
THE STARTING AREA
Originally, players didn't know how to escape out of the starting room. Mainly because the tools were off to the side and didn't line-up with the door. So, there was disconnect and no immediate result to the player's decision. The starting room served as a smaller tutorial puzzle before making their way into the rest of the level. By pressing the generator, the light would turn green and that would allow players to flip the switch. Flipping the switch would lift the door gate up and allow the player to escape.
BUSH COLLISION
Toward the end of last semester, I learned what boxes needed to be checked in an object's collision to not allow Sosed to see pass or walk through. One of these objects included the bush. Originally, I made it to where players could hide behind to lose line of sight from Sosed. However, they weren't able to hide in them physically. With the additional time given this semester, I wanted to test this out fully. It was actually quick and easy to change, but required some testing. This adjustment was for the better as it fits within the game and builds off affordance.
Before, players would have to run away from a location that they wanted to be. With this change, they're able to maneuver around and hide near a place they intend to go. It gives them a chance to set the pace for themselves if they use the bushes properly.
Before, players would have to run away from a location that they wanted to be. With this change, they're able to maneuver around and hide near a place they intend to go. It gives them a chance to set the pace for themselves if they use the bushes properly.
LIGHTING IMPROVEMENTS
Lighting was the biggest change that came out of this update. Before the level was dark and made it hard to see things. Players were able to finish the level, but made my conveyance elements tough to identify. I learned a lot about lighting when dealing with this issue. Nothing is completely black or white which led me to experiment with different colors.
This helped make those hidden conveyance elements pop out more. Players were able to find key tools and flow options better. The weenies were more visible and aided players in knowing there position within the level. This was all done by making changes to the global illumination, tweaking the directional light, adjusting the height fog and a few other revisions.
This helped make those hidden conveyance elements pop out more. Players were able to find key tools and flow options better. The weenies were more visible and aided players in knowing there position within the level. This was all done by making changes to the global illumination, tweaking the directional light, adjusting the height fog and a few other revisions.
FINAL THOUGHTS
To recap, there were several things I learned from my refinement project. The biggest thing coming from improving on the level's lighting. Experimenting with the color of light and light functions helped to make important conveyance elements pop-out. In addition, players were able to flow around the level smoother.
Allowing players to hide in bushes was a solid addition to the gameplay. It wasn't something that completely changed how players interact within the level, but rather amplified the experience. The elimination of unneeded items helped in bringing focus to key puzzle elements. This helping players not to get stuck or confused as much as they would originally.
Overall, I liked the changes I've made to "Dreadful Hospitality" but understand there are things that could still be improved upon.
Allowing players to hide in bushes was a solid addition to the gameplay. It wasn't something that completely changed how players interact within the level, but rather amplified the experience. The elimination of unneeded items helped in bringing focus to key puzzle elements. This helping players not to get stuck or confused as much as they would originally.
Overall, I liked the changes I've made to "Dreadful Hospitality" but understand there are things that could still be improved upon.
UE4 BLUEPRINT
For "Dreadful Hospitality" I wanted to create a puzzle system that was easy for players to understand. This involved three generators being turned on to power a switch that would raise a platform door.
I was able to accomplish this by:
I was able to accomplish this by:
- Duplicating the default generator (to avoid breaking things)
- Creating bulb blueprints that had a turn on and off event which switched materials.
- Adding the bulbs as variables to use them in the generator blueprint.
- This allowing me to choose which generator can power which bulb.
ATMOSPHERE
I wanted the level to feel alive and give off a creepy vibe. In order for this to work, I needed an atmosphere that would support that.
In order to pull this off, I used several things but mostly:
In order to pull this off, I used several things but mostly:
- Audio
- Lighting/Light Functions
- Animations
- Text
- Light functions and animations helped in catching the players attention using motion.
- Audio helped players know where both Sosed and their own position within the level. For example, stepping on grass had different sounds than wood or fabric.
PLAYTHROUGH
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