lrfinalproject
lrfinalproject
Final Project
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lrfinalproject · 1 year ago
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Hell - painting by Hieronymus Bosch
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The thing that immediately catches my eye in this painting is the creature with the large mouth. I also see what looks to be a heroic figure with a red cape fighting which could be Jesus but I'm not too sure. In the bottom left corner I can notice some kind of torture scene going on. I feel the this artist did a good job showing what hell is like which is just endless chaos and burning.
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lrfinalproject · 1 year ago
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9 Layers Of Hell Maps
I am looking at this because I feel it could give some inspiration for the map layout in my game. I found these images from this website
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The first one feels a lot like an arena especially with all the people rallied around it. I assume this is some sort of sacrificial pit. What I like about this is how it looks kind of similar to the Sarlacc pit from star wars.
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This one looks more like a fortress. As far as map design goes this wouldn't be the kind of thing I would have in my game. What I do like about the design of this is what appears to be cages so I assume this is some sort of prison for sinners.
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This appears to be a bunch of platforms stacked on top of each other. This also looks like a fortress and it appears to be keeping people out since they are all gathered at the bottom. I couldn't see how this could be implemented as a map layout in my game.
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What catches my eye with this image is that there appears to be a lot of grotesque red monsters. I feel this image definitely gives of the impression of hell with all these demonic looking creatures. I also see stairs going up towards what looks like bigger demons.
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I find this one unsettling as there are a lot of sinister tall figures standing near the end which I guess are demons. The central part of the map seems to look like some kind of labyrinth which is kind of what I want my map layout to be.
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This seems to be another sacrificial pit because there's spikes and what looks to be dead people at the bottom. I also notice a lot of people at the top pushing forward which I supposed is to avoid being impaled.
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This looks like the gathering of all these demons and looks a lot more hellish than the other maps. I also notice the demons are terrorising other people which I suppose are sinners being punished.
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This looks a lot more like some sort of maze which could be a possible idea for what I want my map layout to be. I also noticed there is a lot of greenery which I wouldn't usually associate with hell.
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This looks like another sacrificial pit and there seems to be a line of people waiting around it. My guess is that these people are sinners and they are just awaiting there turn to be thrown down this pit.
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lrfinalproject · 1 year ago
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Daily Target
Today, I aim to do some more research
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lrfinalproject · 1 year ago
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Final Game Outcome
I like the title of the game a lot and feel that the black and the white links well with the light and dark in my game.
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The game over looks okay I think it would've been better if there was blood covering the screen
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I also love the way the monster looks in the dark and I feel that it not being able to identify the monster as whole other level of creepiness to it.
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The like looks really good especially when it breaks because for a few seconds it illuminates the whole area.
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I like the way how up close the monster gets when it’s attacking you however there is no attack animation or jump scare which unfortunate does make it less scary
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When the light breaks near the monster you can kind of get a better look of it which will allow you to identify its humanoid shape.
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The green light for the win block was inspired by the archangel rafael which is supposed to give off a green light.
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The you win screen looks good nothing bad about it but also nothing special about it.
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I feel that the sounds are what make this game and give the game the creepiness without it I don’t think the game would’ve been as good so I definitely got my priorities right by adding this in the game. I’m a little disappointed with the jump scares not getting added in time however I am still really pleased with the outcome
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lrfinalproject · 1 year ago
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Daily Target
Today I aim finish my practical work and submit it
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lrfinalproject · 1 year ago
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Main Menu Code
I used this video to find out how to make a main menu screen.
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I started by creating a new widget. I was planning on putting the credits somewhere so I put it on the main menu. I also added instructions just so no confusion can happen when playing this game.
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I am using a new map because I feel it's easier to do the main menu that way
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I need the mouse cursor in order to interact with the menu
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Clicking start on the main menu will take you to the other map.
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I am satisfied with the outcome. I think it would've looked better if I had designed some sort of art for the main menu however, I was more focused on giving the game clear instructions and credits.
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lrfinalproject · 1 year ago
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Sprint + Stamina Pt.2
I found out that I overcomplicated the previous sprint + stamina. This time I used a timeline to scale the players stamina between 1 and 0 in 3 seconds.
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This checks to see if the player is sprinting. I tested it and it works the same as before the only difference being it's way less complicated.
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lrfinalproject · 1 year ago
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Daily Target
Today, I aim to fix any bugs that my game has.
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lrfinalproject · 1 year ago
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Daily Target
Today I aim to get 2 things done which is make a win screen and give the game some instructions on how to play.
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lrfinalproject · 1 year ago
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Win + Lose System
I am aiming to make a way for the player to lose and a way to win. When the win and lose happen I also want a screen to come up with it. I started by making a new widget for the lose screen.
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I also made the choice of making the quit button take the player back to the main menu.
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I want the other widgets to go when this one is added to the viewport because I don't want to see the health bar whilst the death screen is on. I have to be able to click the buttons so I added show mouse cursor.
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I duplicated the death screen and replaced the previous text with "you win".
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I need something that stands out so the player knows where to go in order to win so I gave the win block a green glow to it.
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I gave the win block a box collision which will trigger the win screen.
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This also needs a show mouse cursor. The set game paused is also important because I don't want to have the win screen come up and the monster still be able to kill me.
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I am satisfied with the outcome and it gives the game more of a goal now which is making it to the green box without dying.
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lrfinalproject · 1 year ago
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Daily Target
Today, I aim to make some final polishes to my game and finish it.
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lrfinalproject · 1 year ago
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Dante's Inferno
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This hell talks about having 9 levels or circles. I like the sound of this a lot because it seems like it would a great idea for a game and each floor could have it's own boss or something. I am intrigued by this image as it looks exactly the same as a boss in a game I play.
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This is from Splatoon 3 and it's called Asynchronous Rondo. It even has 9 layers to it which is even weirder so I'm not sure if the developers did this intentionally. The 9 circles of hell make it so the more you've sinned the lower down you are in this tower and will "endure less torment". The first circle is more of a telling off for those that don't believe god and it's just a lesser version of heaven. I find this idea of hell to make the most sense as certain people can be more evil than others thus they should be sorted properly. It also says that Jesus will sometimes show up to take some people from the first floor straight to heaven.
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On the second circle is says people who were sent there deliberately tried to sin. There is also an underworld judge called Minos who will decide your fate and will throw you into the next circle with his tail. What I find interesting is the tail will wrap around the sinner a number of times equal to which circle they are sent to. It also says this circle is for people that are overcome by lust which isn't a sin my game explores.
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The third circle explores the sin of gluttony. I'd consider gluttony to be a sin in my game considering the demon wants to eat you. There is also a 3 -headed beast which will maul and claw anyone in there. What I find funny is the people who are exploring fills the 3 headed monsters mouths with mud and that stops them. I find it weird how they make this monster out to be scary and it gets beaten by mud.
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The fourth circle explores the sin of greed. There is a wealthy deity here who tries to "menace" the two travelers with "cryptic words" but they manage to protect themselves from it. The punishment on this circle is using weights as weapons which they push with their chest so fairly painful.
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The fifth circle explores the sin of wrath which is also a sin my game explores since the monster is seen as angry. The punishment here is that the wrathful are constantly fighting in this swamp. The passively wrathful are said to be drowning in a black sulkiness choking on their own wrath so pretty horrific. The explorers Dante and Virgil don't face this punishment as Virgil blessed Dante with words used to describe Christ.
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The sixth circle explores the sin of heresy. The punishment on this circle is being trapped in a flaming tomb so not very pleasant. It also talks about specific names that are currently in those tombs so I imagine they probably committed horrible acts.
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The seventh circle explores the sin violence which my game explores since the monster is attacking you. It says this is where all the murderers and war-makers go. The punishment is forever drowning in boiling blood seeing as they have spilled so much.
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There is also a second round on this circle where the suicidal go and supposedly turn into trees where they get eaten by harpies so both punishments are fairly horrible.
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The third round is a plain of burning sand. It says those who were violent towards god are stretched over these sands, towards nature have to run in circles and the ones violent towards art have to crouch in this sand.
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The monster in this circle is Geryon which is a 3 headed winged giant who helps the explorers get to the next circle. Something I am noticing is these explores seem to have some sort of exception with being here which leads me to believe they are believers of god thus not getting punished.
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The eighth circle explores the sin of fraud. This is a pit that has ten deep ditches each ditch getting worse than the next. The first has seducers, the second has flatterers, the third has people who commit simony, the fourth has sorcerers which in this context means scientists, the fifth has barrators, the sixth has hypocrites, the seventh has thieves, the eighth has counsellors of fraud, the ninth has sowers of discord and the tenth has falsifiers.
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The final circle explores the sin of treachery. This is a frozen lake where the sinners are frozen. The people here have committed treachery towards those they had special relationships with. It's said to be frozen as the sinners are denials of human warmth. This is interesting as you usually see hell as a fiery wasteland but this is a frozen wasteland. The first ring has traitors to their own kindred and they still get to keep their heads out of the ice so they can bow. The second ring has traitors to their own country and they still get to have their heads out of the ice but not their necks. The third ring has traitors to their guests who are fully encased in ice. The final ring has traitors to their lords who are also fully encased in ice but are also distorted in weird positions.
The last part is the centre of hell where those who committed the ultimate sin go which is also where the devil is.
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lrfinalproject · 1 year ago
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Animating 3D character
I am using this video to find out how to achieve this. My goal is for my monster to have an idle animation and a walking animation.
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The first problem I already identified is that the eyes will no longer work since they aren't actually attached to the skeleton therefore, it won't move with the animation.
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I started by going into the character mesh and adding 2 new sockets to the head.
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I then went back into the viewport and went onto the spheres. I made both their parent sockets the ones I just added. After doing this the glowing eyes should be able to follow the animation.
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Since the monster will be switching between the idle animation and the walking animation I need to make a blend space.
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I went into the blend space and on horizontal axis changed the name to speed and made the maximum axis value 375 which is the speed in which it takes for the monster to switch between its two animations.
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I then dragged in the idle and walking animation making sure they aren't close to each other.
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I also played around with the preview point just to see the rate at which the monster switches to the walking animation.
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I need to make an animation blueprint as I still need a way to trigger the animation.
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The blend space has the idle and walking animation in it so I dragged it into the animation blueprint. I promoted speed to a variable and then connected that as we want to keep the values the same rather than manually changing it each time.
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I the went into the event graph and used a cast to the monster because that's what we're giving the animation too. I promoted the cast to variable so I don't have to use a cast each time.
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The velocity and vector length determines the speed in which it switches animations because If the idle animation instantly switched to the walking it wouldn't look right.
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Selecting the character mesh, I dragged the animation blueprint into the monster's anim class which will allow the monster to use the animations.
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I am satisfied with the outcome all I have to do now is change the walk speed just so walking looks normal.
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lrfinalproject · 1 year ago
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2 week plan
Things that are still achievable is the character animations, a win and lose screen, and a menu at the beginning of the game. I might be able to have a jump scare however it is very possible I will have to pull that from the goal. I also haven't uploaded any 3D assets for the map so I may have to pull that goal back too.
By the end of this week I aim to be finished with the unreal project. By the end of today I will have the character animations, the win/lose screen and a beginning HUD. Next week I will be presenting my work and making sure my blog is organized.
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lrfinalproject · 1 year ago
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Daily Target
Today, I aim to make some final polishes to my unreal project.
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lrfinalproject · 1 year ago
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Heaven and hell research #1
My game explores the themes of heaven and hell. I'll be looking at different views of heaven and hell from a website to help me know the game theme better.
Heaven and Hell, According to Various Religions - Neatorama
1. Judaism
the idea of heaven with this religion is different because there's two different beliefs which is whether or not there is an afterlife. I also find this idea that good people get brought back to life interesting because it's less of a heaven and more of a revival. Hell is seen as a dump for sinners however, later on there was an idea that unbelievers get punished by being sent to hell and only stay there for a year which is definitely more forgiving then having to spend eternity there.
2. Zoroastrianism
I like the idea that everyone will get into heaven eventually as it gives people more hope that they can go there after death. It also states how you after walking a bridge you are met by a female embodiment of all the good things you've done which I also find interesting. The hell of this religion basically becomes the opposite of the heaven where the bridge turns onto another side with razors and instead of a feminine representation of all your good deeds there is an "old hag" that torments your soul. After this, you get sent to a hell which is said to be the most horrific of all however, you eventually get sent back to heaven. I find this one very interesting and I like how the bridge gets inverted to basically a hellish version of it.
3. Christianity
what interests me about this idea is how its surrounded by a large 200 foot wall and 12 gates each with their own angel which leads me to believe this is for protection against demons. It also states that all pain is gone forever which is nice thought for believers. With Christianity's hell you stay there for eternity so I'd say it's a bit harsher than the first two.
4. Islam
This heaven makes it so the people that have done more good then bad get treated like royalty. It talks about how they drink out of crystal goblets, clothed in green silk and lie upon couches. I find this interesting because it just sounds like a wealthy lifestyle. This version of hell is basically endless torture from which you stay for eternity and I supposed its demons torturing them however, it doesn't say.
5. Hinduism
This gives us an idea that we live in an illusion and there heaven is the real reality. It also says how we are trapped in the circle of death and rebirth and when we get out of it can we really transcend this new reality which is a different way of looking at it.
6. Buddhism
This is kind of similar to Hinduism as it also states that we are trapped in the circle of death and rebirth. I also says desire burns us and fuels the circle of death to continue so again very different. It says there are a lot of states you can be in for example, sleeping is one, birth and trance. I also find it interesting how after death you stay in this limbo for 49 days and then its decided whether you go to heaven or your rebirthed. if you have more lives where you've done good things than lives with bad things you go to heaven as well.
The story in my game is that your a sinner hence why a demon is after you. The lights repel the demon as they are supposed symbolize guardian angels. It is definitely anywhere close to actual religion as it sounds that sinners wouldn't really deserve the protection of an angel so I'm being a little inaccurate.
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lrfinalproject · 1 year ago
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Gargoyles Quest
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What I like about this game is retro look it has. I also like the HUD as you wouldn't usually expect games like these to have that many options.
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I also like the comedic element in some of the dialogue.
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