Monday, 27 July 2015

Night Sky


Seeing how dark the cave scene was I thought about making the same changes to the forest to give it more of a horror feel compared to a sunny day. I went about making the world night time so that the flashlight but be used in better effect.

 Adding a new Variable for the Sun speed/Time of day


 Finished Blueprint to change the time of day.

 The default time when the blueprint is active is dusk.

 By changing the sun speed time the time of day changes to night.


 The eye exposure option was originally turned on which meant that the scene became brighter when playing. By turning it off the scene will become a lot darker. Tweaking this further will make the work even darker depending on what feel is needed.


I had trouble looking at the final scene in play mode where the torch is active. While running simulate mode which this image currently is the world is dark but the flashlight does not work. When I play the scene the world stays light as building the light takes too long to do. The error message that comes up is that the foliage I have painted is very large and therefore increases the build time. I will look into if I can make multiple layers for the foliage so that the times will be reduced.

Sunday, 26 July 2015

Initial Sketch for Island Layout



Toggle Flashlight

Because the cave was dark and cast strange shadows I could play on this and would let the player use a flashlight to find their way.

 Setting a new input for the flashlight



 Added a spotlight to the player component


 The light is small but does work when I move my mouse but only horizontally and not vertically


 Blueprint script to make the spotlight follow the camera



 Finally added script to make the flashlight turn on and off when I press 'E'

 Flashlight Off

Flashlight On

Cave Terrain Scene

The Cave Terrain is a test to see how well the idea would for the final piece. Making a small cave system might be tricky but making more of a cavern both sealed or open top is viable so long as the surrounding rain isn't affected.

 Cave Terrain Sculpting

 Custom Material for Painting. This material is made up of Stone, Gravel, Dirt and Grass


 I decided to change the cave to something a little more extreme The cave now has more oh a curved entrance instead of a flat entrance.

 Adding cliff walls

 Entrance of the cave from the inside


 Filling in the ceiling of the cave entrance

 Manually placing Trees and Rocks to create a more natural feel.

 I intended the cave to have a single light sauce at the top but because the cliff walls are single sided the light can still pass through one side.

 I added a large plate to the top of the cave so no extra light would pass through into the cave.

 The sun did not shine directly into the top of the cave so I have to tweak the settings slightly


 View from the top after the light had been fixed.

--- Final Scene Images ---






Forest Terrain Scene

Another terrain needed for my final game is a Forest or Woods environment. This was very easy to do compared to the island as it only involved world forming, painting then placing objects.

 Creating the terrain with the sculpt tool.

 Adding cliffs

 I used the foliage painter to lay the rocks.
 Adding Grass and Ferns

 Lastly adding trees and tree trunks to make the final scene. Something i noticed this time and not on the island is that items placed with the foliage painter do not have any collision. This is fine for grass, flowers and ferns but for trees and rocks it means that would can walk straight through them. It means that in the final build I will have to place all the trees and rocks manually.


--- Final Scene Images ---