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Cant create a real horror scene


Eldrethalas
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im kinda sure its not some limits in the engine, but more of my imagination. Sure, I cant create an exact sit-on-the-edge atmosphere\scene like daylight or outlast, but I find it hard to make something looks .creepy

 

All I know to do is making square rooms and throw models inside. When I run the game in full darkness (intended to be dark place with flashlight) all the map looks like it made of cubes. Nothing looks real and its really bugging me.. also the lack of models so all the walls looks empty and smooth (it supposed to be long abandoned facility, so the floor, walls and ceiling shouldnt be clean like it is in my map)

 

To explain what I want to do, when I look forward in a long corridor, I dont want to see a cube with some models inside.. I mean I would like to try make something close to daylight's corridors design. I know its

 

.not possible, but something close

 

for example, this is my first scene

http://postimg.org/image/525s9aktn It looks completely like a cube.

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What you've done looks awesome. I'm actually jealous :)

You could try to add some support beams and/or some skirting to the walls.

I've seen a few level design videos on YouTube that explain how to break up surfaces so they don't look plain, but I don't have any to link to.

 

FYI, there's a full stop at the end of the link that shouldn't be there.

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The most greatest part of perception of the scene is wall textures. No, they don't have to be HD, they just have to be realistic, I guess. I have a few projects and in 1 of them there are no textures at all, only colors at walls. And know what? Even minecraft with it's 16x16 could have horror scenes, but not a game without wall textures.

 

Yes, you have textures at walls, but they are almost without any... anything, you know.

 

I'd made a few maps for CS:GO - and some times it's creepy even in editor, even when I'm just using standart CS:GO's textures. Let me show you:

 

http://files.gamebanana.com/img/ss/maps/568931633db8b.jpg

 

http://files.gamebanana.com/img/ss/maps/568933a92188c.jpg

I am not silly. My english is just not really great. T_T

But I'm learning! :D

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I'm kinda struggling with the same problem. Here's my first project. It's still really dull and empty, but I plan on adding ventilation shafts etc. to fill some of the empty space near the roof in both the corridor and the bigger hall. I'm pretty proud of it so far, even though it looks nowhere near professionally made. It's not special, but it's mine.

 

post-16771-0-21835400-1453806988_thumb.png

post-16771-0-02377000-1453807006_thumb.png

 

I suggest browsing the workshop with care to find new stuff to fill the voids of your maps. I found a lot of neat stuff there and installed them just in case I need them at some point.

post-16771-0-17172400-1453807242_thumb.png

 

But I have an issue with lighting. That is as dark as it gets with no lights in the spawn corridor and I have no clue how to make it darker. I want it to be nearly pitch black so I can adjust the atmosphere with actual lights. Same in the big hall. I only have two blinking attention lights, one flickering roof light and one flickering smaller light. Once you press a button, all 3 roof lights turn on, the attention lights change color and the flickering lights stop flickering. But right now you can't even see the difference when they're on and off since it's so damn bright anyway.

 

Can I somehow make it darker? EDIT: User "Olby" told me to change the ambient light color from the root node and it worked. (Orignals: 46, 53, 82. I ended up putting 9, 11,16, which is a fifth of the original) Thanks Olby!

 

Oh and OP, your screenshot looks really good in my opinion.

 

As for the cubiness. Open up the AI tutorial and take a look at how they've made the map appear less like a cube. They've added support structures and stuff like that to make it look more realistic.

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What you've done looks awesome. I'm actually jealous smile.png

You could try to add some support beams and/or some skirting to the walls.

I've seen a few level design videos on YouTube that explain how to break up surfaces so they don't look plain, but I don't have any to link to.

 

FYI, there's a full stop at the end of the link that shouldn't be there.

 

 

Thank you ^^ I will search for it. Maybe the screenshot looks nice but the most important thing in horror game is an atmosphere and you cant create a truly creepy atmosphere with cubes.

 

I found the World of Level Design to be helpful with creating maps.

 

http://www.worldofleveldesign.com/

 

 

this web is awesome! ill definitely take a look.

 

The most greatest part of perception of the scene is wall textures. No, they don't have to be HD, they just have to be realistic, I guess. I have a few projects and in 1 of them there are no textures at all, only colors at walls. And know what? Even minecraft with it's 16x16 could have horror scenes, but not a game without wall textures.

 

Yes, you have textures at walls, but they are almost without any... anything, you know.

 

I'd made a few maps for CS:GO - and some times it's creepy even in editor, even when I'm just using standart CS:GO's textures. Let me show you:

 

http://files.gamebanana.com/img/ss/maps/568931633db8b.jpg

 

http://files.gamebanana.com/img/ss/maps/568933a92188c.jpg

 

 

I guess you right. But my passion is to create something like daylight+amnesia(machine for pigs) horror game. And the map should be realistic for that.

 

Have a look at the first three in the playlist.

 

I definitely will smile.png Thank you!

 

I'm kinda struggling with the same problem. Here's my first project. It's still really dull and empty, but I plan on adding ventilation shafts etc. to fill some of the empty space near the roof in both the corridor and the bigger hall. I'm pretty proud of it so far, even though it looks nowhere near professionally made. It's not special, but it's mine.

 

post-16771-0-21835400-1453806988_thumb.png

post-16771-0-02377000-1453807006_thumb.png

 

I suggest browsing the workshop with care to find new stuff to fill the voids of your maps. I found a lot of neat stuff there and installed them just in case I need them at some point.

post-16771-0-17172400-1453807242_thumb.png

 

But I have an issue with lighting. That is as dark as it gets with no lights in the spawn corridor and I have no clue how to make it darker. I want it to be nearly pitch black so I can adjust the atmosphere with actual lights. Same in the big hall. I only have two blinking attention lights, one flickering roof light and one flickering smaller light. Once you press a button, all 3 roof lights turn on, the attention lights change color and the flickering lights stop flickering. But right now you can't even see the difference when they're on and off since it's so damn bright anyway.

 

Can I somehow make it darker? EDIT: User "Olby" told me to change the ambient light color from the root node and it worked. (Orignals: 46, 53, 82) Thanks Olby!

 

Oh and OP, your screenshot looks really good in my opinion.

 

As for the cubiness. Open up the AI tutorial and take a look at how they've made the map appear less like a cube. They've added support structures and stuff like that to make it look more realistic.

 

Thanks ^^ you mean leadwerks AI tutorial ?

 

 

So far I've failed many times to create my own horror game (failed in other engines, now its my shot in leadwerks and I feel really optimstic this time ^^ somewhat, leadwerks seems to be alot more effective for a single developer). Im not worried too much about the programming because its something to learn and as far as i heard horror game is kinda simple from programming perspective.

Im worried about the design of my game. I know I cant create scenes like outlast but i do hope to improve the realism.

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I think your problem is lack of definition. All you've said is you want a "horror" scene. What setting is it? What has happened there? What is the player's objective? Think about these things and then you can start figuring out what your world should look like.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I think your problem is lack of definition. All you've said is you want a "horror" scene. What setting is it? What has happened there? What is the player's objective? Think about these things and then you can start figuring out what your world should look like.

 

Hmm.. well I gave some examples of games that have a some creepy corridors, rooms and mainly the feeling of danger in every corner like amnesia machine for pigs (For me it was amazing game because it wasnt typical jumpscares game, but was a brilliant psychological horror).

 

But im focusing on creating daylight-like places. The map should be a long abandoned facility and of course completely dark (flickering light is still an option.. :)).

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I once worked at a supermarket that was haunted.The ghost was down stairs in the wharehouse. Before the store was built a cinema called Rialto was on the site.The wharehouse was the cellar when it was a cinema. A projectionist killed himself in the cellar and caused the haunting.

 

I left the supermarks employ over 30 years ago but some of todays staff tell me they are aware of the ghost.

So maybe there is a plot you could use, based on fact.tongue.png

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

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Josh is right.

 

You want to plan your environment, you have an idea based off of something you have already seen but, what is your scenes story?

 

Was there a fire in the facility, if so then you want to start with burnt looking walls and props. Did the facility have a purpose, did it produce anything if so you will need machinery in there. The more story you have the easier it is to make your scene and then over time you will start to see everything come together and looking great.

 

Create a design document of your game, if you don't plan then you will burn yourself out and not want to make your game. Use Daylight as inspiration to create your own story.

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I once worked at a supermarket that was haunted.The ghost was down stairs in the wharehouse. Before the store was built a cinema called Rialto was on the site.The wharehouse was the cellar when it was a cinema. A projectionist killed himself in the cellar and caused the haunting.

 

I left the supermarks employ over 30 years ago but some of todays staff tell me they are aware of the ghost.

So maybe there is a plot you could use, based on fact.tongue.png

 

Cassius told a great story. In my mind I can see a basement filled with boxes, damp stone walls, maybe even an old projection wheel from the cinema that was left behind. Ropes and wires that have been wrapped around the wooden joists of the basement, the wood is rotting and ageing, the room has a musty kind of look.

 

Just from that short story I am able to visualize an environment full of detail smile.png

 

Here is a small scene I made in Leadwerks awhile ago, never got round to finishing it, but I had a small story in mind for the scene which helped me figure out the shape of the room, the lighting, what props I had to make to fill out the scene, what colours I wanted in my scene. I could have scattered junk around the floor as well to fill out the room even more.

 

yKSpKRN.jpg

 

tR2llYo.jpg

 

Get a story for your scene and it will really push you to not only finish it but get it the way you want it to look :)

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Thanks ^^ you mean leadwerks AI tutorial ?

 

http://www.leadwerks.com/werkspace/page/tutorials/_/ai-pathfinding-and-events-r28

That's the tutorial I'm talking about. Open the map in Leadworks and inspect the environment.

 

Also: I really suggest taking a look at developer commentaries for games. For example I learned a lot about map lighting from Left 4 Dead's developer commentaries. They explained how to focus the light to create an atmosphere and how to use it to manipulate the player.

 

I think your problem is lack of definition. All you've said is you want a "horror" scene. What setting is it? What has happened there? What is the player's objective? Think about these things and then you can start figuring out what your world should look like.

 

I also recommend to think of a story before making the scene.

Why was it abandonned? Evacuated in a hurry? Did something kill everyone? Was it just left unused and forgotten for the vegetation to take over? Were you left behind in an evacuation or did you just wake up there? Or maybe you're there to save a friend who went exploring and never returned? What are you scared of? The dark combined with creepy sounds, or maybe monsters... Or ar they just hallucinations?

These are just some suggestions and ideas. I'm sure you can come up with even better ideas! Creating a story really helps come up with stuff needed to create the atmosphere. smile.png

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Hmm I can see now. There is no use to design a map without thinking of main story first.

 

Well, I still haven't go to details yet, but this is the plot i've been thinking of and im still overwhelmed with new ideas (also would love to know what you guys thinking about this):

 

Two brothers are traveling in a forest(or someplace else) and suddenly notice a strange, long forgotten facility.The brothers, out of curiosity, decide to check out the forgotten, abandoned facility. After awhile, because of the darkness and strange noises they are panic and one of them while running away went unconscious after hitting a wall, the other one's fate is unknown.

 

The game will begin after he wakes up. And in the first moments the player (meaning us) wont understand why he's calling for random person again and again. Only after awhile the player will find clues (notes that he's brother left in the floor\other places- still unsure what kind of clues) which turns out he's looking for his brother. While searching, he descovers the place was an hotel which shut down due to "budget problem" but something much more disturbing is hiding beneath the horrors of the facility.

 

It is said that after the hotel closed. The manager disappears. It is believed that he stayed in the facility, waiting.. for new customers.

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Hmm I can see now. There is no use to design a map without thinking of main story first.

 

Well, I still haven't go to details yet, but this is the plot i've been thinking of and im still overwhelmed with new ideas (also would love to know what you guys thinking about this):

 

Two brothers are traveling in a forest(or someplace else) and suddenly notice a strange, long forgotten facility.The brothers, out of curiosity, decide to check out the forgotten, abandoned facility. After awhile, because of the darkness and strange noises they are panic and one of them while running away went unconscious after hitting a wall, the other one's fate is unknown.

 

The game will begin after he wakes up. And in the first moments the player (meaning us) wont understand why he's calling for random person again and again. Only after awhile the player will find clues (notes that he's brother left in the floor\other places- still unsure what kind of clues) which turns out he's looking for his brother. While searching, he descovers the place was an hotel which shut down due to "budget problem" but something much more disturbing is hiding beneath the horrors of the facility.

 

It is said that after the hotel closed. The manager disappears. It is believed that he stayed in the facility, waiting.. for new customers.

 

That sounds really intresting and if you write the story well enough, it could develop into a really deep and immersive story. And allows a lot of cool stuff in the map design! Maybe things like trees that have grown through the floor and all the way through the roof, letting in a bit of moonlight. I give my thumbs up to your plot!

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That sounds really intresting and if you write the story well enough, it could develop into a really deep and immersive story. And allows a lot of cool stuff in the map design! Maybe things like trees that have grown through the floor and all the way through the roof, letting in a bit of moonlight. I give my thumbs up to your idea!

 

Thanks you! actually i meant to do overgrowth biggrin.png would like to here more great ideas ^^

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Well, I still haven't go to details yet, but this is the plot i've been thinking of and im still overwhelmed with new ideas (also would love to know what you guys thinking about this):

Creative work is about decision making. You have to decide what the setting is. A mine, a military bunker, and an abandoned factory are very different settings. As long as you are indecisive, you will never be able to move forward with a clear idea of what you are trying to make. Be precise in your ideas. Don't leave your idea open-ended, this is just a way to procrastinate. Decisions are creative!

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My job is to make tools you love, with the features you want, and performance you can't live without.

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