[BGMC19] Dark Light Corridor

Thanks! No it’s just a placeholder, the actual game is going to be set in the first person, to reduce file size mainly :smiley:

Better model of gun to allow better rigging and animation


Was thinking about adding a retro level game, for light/darkness just for kicks… lol seems fun, but a bit unrelated.

http://recordit.co/gbzTHP4aUC

Today I’m going to try and work out scripting, so when you are near one door it sets the trigger for another door to open etc. I’m also going to try and find some good free sound resources, so I need a background music, happy and scary, whispering, footsteps etc. Maybe I might do a start screen but unsure if I have time to fit it all in so I’ll put it on the backburner.

A great learning resource is Arsenal RSL youtube video series.

Game is looking good! My sound workflow is like this:

  1. Find a good sound on FreeSound.org that is under public domain https://www.freesound.org/people/soundmary/sounds/117614/

  2. Record the sound using stereo mix or any methods that this article describes ( though stereo mix is the easiest method) http://www.howtogeek.com/217348/how-to-record-the-sound-coming-from-your-pc-even-without-stereo-mix/

  3. Convert or save the file!

I like this workflow because you don’t have to download any programs or sound files. It’s great if your paranoid of viruses(like me).It’s completely legal as long as the file you pick is under public domain or CC0.

keep up the good work!

OK boys doing some basic python logic tests to unlock certain levels withiin the game, @ grenzer I never thought about viruses insides sound files, so I guess I have to be careful, another good resource, is to find a sound track on youtube and do a youtube2mp3 converson.

I’m also going to try and bake out all my levels for the game.

Also this video series helped me out a lot

Okay finally, put together a python script demonstrating how to trigger events only after you have collided into something.
This will be the foundations of unlocking various levels within the game. This is a big milestone for me.


import bge
import GameLogic




def main():


    cont = bge.logic.getCurrentController()
    own = cont.owner
    
    #access all objects in the scene
    scene = GameLogic.getCurrentScene()
    wall =scene.objects['wall']


    sens = cont.sensors['jump']
    actu = cont.actuators['Motion']


    #access the property
    number = wall['prop']
     


    if number == 0:
        if sens.positive:
            cont.activate(actu)
        else:
            cont.deactivate(actu)


main()


logic-test.blend (488 KB)

Wow the screen looks as if it was straight out of unreal engine! Awesome lighting and effects you created there! And of course I noticed the randomized painting asset :smiley:

Thanks bro, your comment means a lot coming from you, I consider yourself to be the undisputed King of the blender game engine :D. I did use a lot of your existing meshes but I am trying to re-texture it all. Thanks for inspiring me.

OK, over the weekend I’m just going to concentrate on nailng the gameplay, which I’m typically going to do by closing down my computer and scribbling down my ideas with pen and paper. Then I’m going to bake the level textures for gorgeous/unparalled looking visuals not yet seen in the blender game engine.

Gameplay using untextured objects to follow.

=====================================================
WARNING, THIS IS A SPOILER ALERT, DON’T READ THE NEXT THREAD IF YOU WANT TO UNRAVEL THE GAMEPLAY YOURSELF :smiley:

Spoiler alert, you have been warned.

I’m a little drunk wrting this, but just came back from a night out with friends.

There’s going to be 7 levels, which I penned out on paper.

Level 1 - Nicely lit scene with lights on maybe a radio playing xmas songs
Level 2 -Lights flicker door locks, find hidden message
Level 3 -Door locked painting drops to reveal another message
Level 4 -Darkness, sinister music, door randomly opens, you hear laughing
Level 5 - Upside down, not sure how to do this, floating props, who am I on walls
Level 6 - Complete darkness, flashlight you see a sillouette of your nemesis
Level 7 - Mirror, press ‘e’ to see, game becomes clear, cresendo building up to the final fright.

Not even sure where the gun/baretta features in this so am tempted to leave it out.

What I like about this game, you can create a great variety of levels, with just one scene, no LOD management, nav meshes or high poly models to worry about, scenes all baked and gameplay kept really simple. Your senses are directed purely by the atmosphere and music.

Python code for the levels to follow tomorrow, after I’ve hit the gym. I think this is probably one of the strongest, if not THE strongest blender game competition we’ve had, so many good ideas and screenshots, and we’ve not even seen them all yet. Great community spirit as well. I love these forums.

OK boys, so a good day’s work, I’m almost finished coding the logic for all my levels.

I’m suffering from a complete lack of motivation :frowning: I’ve not done anything for days. All I have to do is bake my textures and add the logic which I already have from most of the untextured levels, and some sounds and I should be done.

But just can’t motivate myself to reach the final hurdle. Any advice when motivation levels drops or inspiring videos to watch?!! I think we got about 4/5 days left.

Heres an interesting video. An introduction to level design, by a Pro.

It’s a UE4 video, but it’s generic so it’s not specific only to UE4.

It’ll give you a good idea of how to properly plan and gradually build new level in layers :slight_smile:

The first 5-6 mins or so he’s going over the UI, after that he gets in to some really interesting stuff.

EDIT Skip first 10 minutes if you are not interested in the UI stuff :slight_smile:

Thanks cypher, I’ve taken a bit of a break, will work on it tomorrow, maybe in a different setting, hit a coffee shop go into town, get my presents and code something in starbucks with a hot chocolate.