Controls:
All Scenes:
press the spacebar to cycle cameras. Upon cycling to the last camera, you will be moved to the next scene 

Forest: 
Use WASD to navigate and activate static camera shots. Camera transitions are generally only placed directly ahead or "up the path"

House Interior:
None 

Beach: 
None


This project was created as an experiment to get more familiar with modelling. Character and terrain models with the exception of rocks are created by me.  Shaders and cliff models on beach were not created by me. This was created before I really understood LOD or billboarding so you'll notice some truly awful billboarding in the forest scene.  My intention was to create a project with static camera shots, like the old resident evil games - for the purposes of practicing visual skills and camera composition concepts.

If I were to take this project further I would finish implementing the navigation scripts seen in the interior house. I would update this to use navigation meshes, baked before runtime. I would create models with varying LOD, more effective billboarding, and more effective culling for optimization. 

The game would feature a small map with a small cast of characters who do a number of daily tasks based on a schedule. There would be a mystery to unravel as three children in the town go missing. The player would have limited time each day - being forced to choose who they spend their time with and what parts of the story they experience before a two week period of scripted daily activities was completed.


*Issues*

- Rock terrain prefabs glitching. Shader issue?

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