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anybodytheremars · 3 months
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Evaluation
During this project I have utilised countless audio aspects. Within this project, I had learnt how to use attenuation and how to properly play a sound at a location. I also learnt how to make my physics actor which could prove useful for the future as physics has delayed my development in the past. My research enabled me to understand how to make my bouncy ball and what properties needed changing within the actor as I had looked at a couple of videos. The pros of working in a pair were that I could be given feedback instantly, preventing miscommunication and ensuring that everything was done by the book. However, the cons of working in a pair is that I believe that what my partner was blogging about nearly threw me off as we had to blog about what they as an individual have created. This almost made me practically restart my blog.
Now with my decent understanding of code, I had reverse-engineered my code when it hadn’t given me a desirable outcome. When I had issues with the physics, I knew that the size and weight affected the ball so I manipulated the values and kept testing until it was satisfactory. The project met the theme of the project as you were able to uncover the story of the facility and find out more about yourself depending on your actions. My partner wrote the narrative for the game and I coded it. We had to dial down the violence in one of the game endings as it was pushing the PEGI 12 boundary required for this project. We still went forward with the voice line but have a less graphic-sounding one just in case.
Our outcome underachieved my expectations very slightly as it was not complete. I’m very proud of what I have achieved and what has been completed meets our expectations without a doubt, but due to issues with physics on both the floor and bouncy ball and the second part of the experiment, the abundance of time I had previously, fell through my fingertips. If the physics in Unreal Engine were not troublesome then perhaps I would’ve been 100% content. Aside from my nitpicking, my project meets the brief set as the game was built around the theme, ensuring that the necessities were completed.
To improve my project, I would have just needed more time, and for the physics to be less of a nuisance. I would’ve been able to get a lot more done if it wasn’t for the bizarre floor and ball collisions which did not pose as an obstacle at first. To improve on my next project I will ensure that I address any minor issues before it impacts development later on. This hasn’t happened during a project to me before, and it definitely won’t happen again.
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anybodytheremars · 3 months
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The meaning of Circles
Circles are the near opposite of squares: their roundness implies that they are always on the move, hard to pin down. Where squares are strong as bricks, circles can be light as bubbles or clouds. They remind us of a wheel or a bouncing ball. They have no sharp edges, which makes them appear friendly. All of this gives them a joyful, almost mischievous personality, and they are commonly found in designs aimed at children. Despite this, circles are not all immaturity: the fact that they have no beginning or end leads them to be associated with lofty concepts such as eternity or recurring cycles, as in the rising and setting of the sun.
The meaning of circles
Lightness
Happiness
Softness
Innocence
Movement
Infinity
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anybodytheremars · 3 months
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The Meaning of Triangles
Although they are not the only shape to contain points and corners, there is something that feels extra sharp about the triangle’s edges. Triangles remind us of spearheads, and rows of them can feel like shark’s teeth. As such, they inherently imply danger. At the same time, the points are literally pointing, and we are used to seeing triangles in directional contexts, such as compasses or maps. Likewise, many ancient triangular structures such as pyramids and ziggurats are believed to have been built with the implication of reaching towards heaven. This can lend triangles an air of divine guidance, depending on the context.
The meaning of triangles
Sharpness
Danger
Guidance
Divinity
Balance
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anybodytheremars · 3 months
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The meaning of Squares
While shapes in general are the building blocks to the visual world, squares (and their sibling, rectangles) are literal blocks. As such, we typically associate them with stability. They remind us of skyscrapers and tall buildings, especially when stacked. They also tend to imply weight and immovability. Like buildings, you expect squares to stand firm. Similarly, a character with square shoulders and/or upper body can come across as strong, imposing or immovable. In terms of personality, squares can imply both reliability and sternness
The meaning of squares
Stability
Rigidity
Heaviness
Reliability
Strength
Seriousness
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anybodytheremars · 3 months
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How our project meets MARS
In our project there are multiple endings, these were unfortunately not able to be added in due to the time left, but the 'lore' of Anybody There? revolves around the experiment chamber and the room with the glowing green box. Squares are typically meant to resemble reliability and strength. I believe the green box in our project is heavily influenced by the strength aspect as it remains mysterious and the scientist on the intercom warns you many times to stay away from said box, suggesting it is dangerous.
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anybodytheremars · 3 months
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Trello
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Throughout this entire project we were introduced to a website called trello where you are able to collaborate with another person to plan out tasks tat need to be completed. The screenshot above is how our board looks like at the end of the project. Due to this being a short project I was unable to code any of the endings in time. However, the ratio of work incomplete to what has been finished is something to be proud of. Throughout this project I have stepped outside of my comfort zone, doing some coding I had never attempted before and it worked.
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anybodytheremars · 3 months
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5 examples of local multiplayer
How does split screen local multiplayer in games compare to online multiplayer in terms of gameplay experience and social interaction?
Evaluate the advantages and disadvantages of split screen local multiplayer in games compared to playing alone or against computer-controlled opponents.
How would you categorise and judge the popularity of split screen local multiplayer in games across different genres, such as racing, sports, or fighting games?
Explain how split screen local multiplayer in games can enhance the gaming experience by allowing players to recognise and relate to the skills and strategies used by their opponents. (Screen Watching?)
How can you use this in your own game concept?
How can you use the split screen feature to revise and rewrite different levels or challenges in your game?
Can you develop a plan to construct and reorganise game elements on the split screen for better gameplay experience?
How would you explain and summarise the benefits of using the split screen feature to synthesise and combine game elements effectively in your own game?
Rocket League: Rocket League's local multiplayer provides an exhilarating experience as players engage in high-octane soccer matches with rocket-powered cars. The split-screen mode allows friends to compete or team up in intense matches, combining precise car control with strategic teamwork for an adrenaline-fueled local multiplayer experience.
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Overcooked! 2: Overcooked! 2 excels in local multiplayer chaos, as players collaborate to cook and serve dishes within a variety of kitchens. The cooperative gameplay demands communication and coordination, making it an ideal choice for friends seeking a lighthearted yet challenging multiplayer experience. The local multiplayer feature enhances the game's hilarity as players navigate the kitchen's obstacles together.
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Super Smash Bros. Ultimate: Super Smash Bros. Ultimate is a multiplayer fighting game that shines in local multiplayer mode. Friends can gather and enjoy intense battles with an extensive roster of characters from different gaming franchises. The local multiplayer feature provides a dynamic and competitive platform for players to showcase their skills and engage in brawls.
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Mario Kart 8 Deluxe: Mario Kart 8 Deluxe offers a thrilling local multiplayer experience in the iconic kart racing series. Players can compete against each other in fast-paced races or team up for cooperative gameplay. The local multiplayer mode captures the essence of friendly competition with its vibrant tracks, inventive power-ups, and the joy of overtaking opponents on the same screen.
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Gang Beasts: Gang Beasts provides local multiplayer fun, with its characters engaged in physics-based brawls. Friends can engage in chaotic melee battles in various absurd environments. The local multiplayer mode fosters laughter and unpredictability as players grapple, punch, and throw each other around, creating a memorable and entertaining experience for parties or gatherings.
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anybodytheremars · 3 months
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3 games that use typewriter text for subtitles
Alan Wake:
In Alan Wake, the subtitles play a crucial role in enhancing the eerie experience of this psychological horror game. The game's unique typewriter-style font for subtitles adds a distinctive visual element that aligns with the narrative's thematic focus on written words and the protagonist's struggle with reality. The deliberate choice of this classic typewriter font not only complements the game's dark and mysterious atmosphere but also serves as a subtle nod to the typewritten manuscripts central to the storyline. As players navigate through the twisted narrative, the typewriter-style subtitles contribute to the overall immersive experience, seamlessly blending with the game's psychological horror elements and reinforcing the eerie and supernatural themes present in Alan Wake.
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Resident Evil:
In the Resident Evil series, the subtitles adopt a distinctive typewriter font, a choice that has become iconic for the franchise. This design reflects the series' roots in survival horror and pays homage to the early games where players used typewriters to save their progress. The typewriter-style subtitles contribute to the immersive atmosphere of tension and horror, aligning with the series' thematic emphasis on limited resources and the struggle for survival against hordes of undead creatures. It also reinforces the impact of the game's narrative. As players delve into the nightmarish worlds of Resident Evil, the typewriter font serves as a visual link to the series' origins while effectively contributing to the overall suspenseful ambiance.
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Dead Space:
Dead Space is a survival horror series known for its tension and terrifying encounters. It employs a unique and immersive approach to subtitles. The game's subtitles feature a holographic projection with a subtle typewriter effect. This stylistic choice not only complements the futuristic and space setting but also enhances the overall sense of isolation and dread. The futuristic, sci-fi-inspired design of the subtitles aligns with the game's narrative, where players find themselves alone aboard a spaceship infested with grotesque alien creatures. The holographic typewriter-style subtitles in Dead Space contribute to the game's immersive atmosphere, effectively blending cutting-edge technology with a nod to classic horror aesthetics, making it an integral part of the series' unsettling and intense experience.
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anybodytheremars · 3 months
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Targets for week of 29.1.24
Fix bouncy ball (it cannot be stopped) -cannot be fixed
Implement endings
Create lights for ending hallways
experiment chamber door material
Picking up ball
Brick
Jar in cell- done
Being able to break glass with brick
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anybodytheremars · 3 months
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The greenbox
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We wanted the greenbox to be ominous and intriguing so that the player would check it out when Dr William Borthickus didn't want you to. I replaced the green spotlight with a glowing green material that the box now uses. The box was always planned to have a sound effect replicating a low pulsing hum.
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I began by attempting to get the sound to play at a certain location which I didn't think would work but I still tried it anyway. This of course didn't work.
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However, I then remembered that the speakers used attenuation to add a falloff to the audio and some components for the audio to play at the location. I had to create a new attenuation asset as if I used the same one as the speakers it would ruin the function. Luckily I was able to quickly sort out the settings for the attenuation allowing for more time to develop the bouncy ball.
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Despite everything being done perfectly you could still hear the box from all over the map. The source of this issue was that the audio file was being played twice in separate places not including the attenuation. I hastily removed the asset and tested, although this time succeeding.
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anybodytheremars · 3 months
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The Anybody There? Bouncy ball
The Anybody There? bouncy ball serves as one of the test chamber's experiments where the player is required to throw a ball to prove their strength before being asked to throw something heavier.
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The ball is a regular sphere within an actor so that I'm able to edit the components. I had to create its own physics actor whilst also enabling and setting the gravity and weight. I had to create a physics actor so that the ball could have additional physics properties.
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The bouncy ball still had an issue, it was able to bounce fine, but due to the weight and size of the ball it would pass through any object it pleased. To counter this I had to make the ball slightly larger and increase the weight which did make it less bouncy however, it stopped passing through walls as often. Despite all I tried I was unable to tame his bouncy ball and it still remains slightly broken.
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To make it easier for the player to bounce the ball I added some code to make it so the player gave the ball a little kick every time the ball went into the player. Once a hit is registered to the first person character it will add an impulse after finding the direction of the actor so that it is impulsed in the same direction.
I also made it so the ball could be picked up as you needed to throw it in the tests as well as the brick which there is unfortunately no time left to finish.
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All of these screenshots above contain the code to allow the player to pick up and throw the ball through a series of vectors and actor references. Firstly we want the pick up button to be 'E' so when E is pressed it does a line trace. The code that then continues onto the right makes it so when the object is being held, it's no longer affected by gravity as when I was testing the ball was still trying to fall when it was being held back by the grab. This makes it so it stays stationary when held.
When the on released key is triggered from the 'E' key, it completes the code required to throw the ball after checking the actor's location. This section allows the ball to have a velocity set when the event is triggered and there is even some nodes to prevent the ball from changing the direction it is thrown depending if the ball is spinning (unable to fix.)
And the last screenshot is what sets the object to be held in the middle of the screen by "set actor location' that isn't a vector node.
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anybodytheremars · 3 months
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Equillibrium mindmap
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anybodytheremars · 3 months
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Rorschach tests
I wanted the scientists to do some kind of psychological tests on the player as I thought that would be quite interesting. It makes sense that they would want to learn more about the mind of a ghost. I thought it would be cool if they tried to do a Rorschach test on you, and also because the act of taking a Rorschach test is quite a simple process. I already knew a little about the test before the game, however since I’d be implementing it I decided to do some research on it so I know exactly what it is I’m adding.
Before my research, I knew that you would be shown an ink blot and you say what you see. There’s no right answer, it’s just what YOU see it as. What I did not know before researching was that there’s actually 10 set ink blots, while I thought every time it was just a random ink blot they would show you.
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Of course, I also looked at what exactly it is the Rorschach test is detecting. After a lot of searching I can’t really find anything extremely specific, but it essentially seems to test for identifying a persons state of mind, as well as personality traits. It was also used in the past to diagnose schizophrenia.
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anybodytheremars · 3 months
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Endings in Anybody There?
The game has four endings total. Originally it was planned to have six, however to make the game much more doable within our time frame we cut two.
No Ending, Dead Ending, World Ending and Nerve Ending.
No Ending: The easiest and least eventful ending. To get this ending, you simply do everything as your told. You are told that if you follow his instructions, you will be allowed to leave at the end of the test. Once the test actually ends, he sends you back to your cell where you fall back asleep and wake up again. You find out that you were in fact lied to and you are still here. Hence, there is no ending.
All of the other endings require you to break out.
Dead Ending: In this ending, you end up finding your way directly to the room the scientist is in. Unfortunately, he is ready for you, and has a cross by his side. He tells you the truth about what you are, explaining that it should have been very obvious since you had no body and you picked things up by levitating them. He then banishes you with the cross. It’s called dead ending because you hit a dead end and you also find out that you’re dead, it’s absolutely genius.
World Ending: In this ending, you follow his instructions at first, however you then turn a corner into an extremely dangerous looking area and push a button. This button then, through mostly auditory storytelling, unleashes a monster which kills the scientist and then ends the world.
Nerve Ending: In this ending you completely ignore ALL of his instructions and you manage to escape the facility. This will be the most up to interpretation ending.
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anybodytheremars · 3 months
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Speaker Actor
With the change of how the audio was played, it became slightly more difficult.
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The speaker actor itself does not contain any code whatsoever as it just serves as a location for the audio to play.
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Rather than having a separate actor for each of the voicelines, I now have a voiceline manager. The voiceline is still triggered by an overlap box, however they are all the same actor with a different asset loaded. The code above also allows the audio to cut off if another speaker is playing audio as the is playing has a boolean which is plaugged into a branch with true equalling stop audio component. This eliminates the issue I had before where multiple voicelines would play at once if the player didn't wait for it to finish The code enables me to get the audio with the target set to the speakers' array variable.
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The only thing the speaker contains is an audio component which allows the 'distance' of the audio as it has a certain drop off range making it quieter the further away you are.
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anybodytheremars · 3 months
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Development post 3
A lot more has happened since the last development post. The floor that had attached itself to the second half of the experiment chamber was now an obstacle to the levels design. I unfortunately couldn't separate the two meaning that I had to delete everything and rebuild it from scratch. Luckily the first half was not attached to the floor and this made it easier to rebuild the rest of the lab. However, the first attempt at rebuilding did not go well at all. The floor and walls had attached themselves to a prison cell but then it had multiplied itself by 6. This had to change immediately as if the model for the prison cells were to be affected like SM_Cube then the game would be in peril. Luckily my next attempt was successful and I had no issues with any foreign objects attaching.
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Now the floor in the beginning matches everything else.
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And finally the lab is all one model, which is what it should've been in the first place.
After the drawings were made of the layout after the player breaks the glass with the brick, I then had to model it all out using the drawing as a reference. These corridors are the key to the different endings so it was important to lay these out to a good standard.
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I also reworked the speaker system so it played the sound at the location as the voice sounding like it was in your head was a bit odd. I also downloaded a 3d model to use for the speakers just to add to the aesthetic of Anybody there?
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I'll explain the process in the next blog post.#
The Rorschach test is also now completed. It's not so much a 'test' as the player cannot speak but we have Rorschach images.
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There's an overlap which contains the code for everything that happens which also triggers at the same time as the voiceline, in which the universal actor is now a translucent green to make it easily identifiable.
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I kept it relatively simple as time is beginning to become an issue but this works for now. When the character overlaps the box the delay makes the code wait 36 seconds (which is when Dr William Borthickus starts to tell you to say what you think of the picture) and then it spawns the first actor.
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And then the next delay is 20 seconds which is when you're told to say what you think of the second picture. The first actor is then destroyed and the next one is spawned in the same place.
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The actors are set to spawn in on this X. I chose to use this material as it catches the players' eye as the experiment chamber is mainly white, making the placement easily identifiable.
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anybodytheremars · 3 months
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Pre production planning
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Today we planned the layout of the laboratory after the experiment chamber as we had only planned this far. Luckily we haven't had too many hiccups and are now potentially able to add the different endings in.
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