Why Is No One Renting?

A generous space for storing anything you want is only an extra $10 a month and yet, no one wants to go down there? I wonder why? 😳

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All kidding aside, the layouts for the Apartment storage area are complete. All of the cages are empty for the time being but rest assured they will be filled with all sorts of junk that you can rummage through. Items will be randomly generated each time so you may find nothing or you may find tools, weapons or even old stashes of dirty, DIRTY 60’s porn! 😆

As I was building this storage area it started to look more and more like a sewer. In keeping with the visual consistency of the underground parking lot, I needed this place to look wet, dank and cold. I went back to the old OoH 2009 map and found the solution! I added in some wooden slats between the cages and also the framework along the walls for insulation and voila! It broke up the monotony and the little bit of color instantly transformed this environment!

I felt bad teasing a chainsaw in one of the cages in OoH 2009 without ever letting the player get a hold of it. I can’t remember exactly why I left it out in the end product but it may have had to do with animation problems. I think I couldn’t get the chain to move convincingly enough. I also left out other weapons like the bat, shovel and sword because of redundancy but that will all change this time around. Weapons will serve different functions and with the random nature of weapon spawns, I can afford to include more types!

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I’m going to take a break from underground stuff now and move onto the forested areas next! I actually find it’s a good idea to switch to a different type of environment after a map is done. Otherwise I start getting tunnel-vision and things start to look the same…the office building map starts to look a lot like the police station map which looks like the apartment map and…well, you get the idea. If I started on the sewers next and then more hell levels, they would all start to look and feel similar in the end. Changing scenery keeps all scenery fresh!

Hope you enjoy this small update! Have a good one and I will see you all in the New Year!

All Parking Lots Are Creepy!

When I was a kid my parents used to make me take out the garbage when we lived in these old apartment complexes. They ALL had creepy, damp underground lots and of course, the garbage room was always as far away from the entrance in the dankest, darkest corners as possible! Being a bad kid, I would always find other places to throw the garbage!

When I started work on the apartment map I naturally started with the underground lot first. I visited the old mod version to refresh myself and was surprised at how much garbage there was everywhere! Like, literal garbage! Piles of bags and so many dumpsters in non-sensical places the city garbage crew would have a really tough time collecting it every few days! It was all subconscious stuff I guess! It was totally unintentional.

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I’m actually amazed that I can even get anything done in regards to level building. Though my workflow is much better than it used to be, I still don’t do a good job of laying it out on paper first. Take a look, this is 100% real…unfortunately:

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I usually work just from imagination or referencing memories of places that I’ve seen or been to, like the creepy old apartment parking lots! Sometimes it’s hard to believe that this…

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…eventually turns into this.

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I’ve found that once I establish a basic layout and nail the atmosphere down, it just sort of…takes on a life of its own? I don’t know how else to explain it other than the flow and logic of the visuals just guides me to fill in whatever it needs next.

Does that make sense? Hmm…I might just be crazy.

Yardwork!

I’m back with a small update on the next map: The Trainyard! It’s always interesting looking over the old maps from OoH 2009 for reference and trying to re-imagine them in more realistic, interesting ways:

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I’ve tried to take a more grounded approach this time. No more nonsensical structures just to make the scenery look busy! There’s actually room to breathe now.

There really isn’t all too much to report other than I’m moving at a pretty good pace with these maps. Now that the base layout is done and the atmosphere established, I’ll be jumping onto the next map and flesh out the visuals during the detailing phase later!

Bloody Hell…

Hey! Just a small, quick update! I’ve been working away at one of the Hell levels and I just wanted to post a few pictures of it. Please keep in mind there are not many props at the moment (Tortured corpses, floating bodies, heads on pikes etc.) I will come back to it later and add more visual details since I’m just concentrating on the layout and trying to establish the look right now.

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This is one of the many levels of Hell that you’ll be exploring. Some are pretty claustrophobic, some cavernous, some desolate and open. The deeper you go, the more f***** up it will be.

A thing I’d really like to explore is the contrast between the ‘normal world’ and ‘Hell’. Not just the obvious visuals but the atmosphere of it. I’d like the player to dread being in such a place, feel oppressed and constantly in a “WTF IS THAT?!?!” mentality and then emphasize a huge sense of relief when returning to the normal world.

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As it turns out, making a river of blood look like…well, a river of blood was harder than I thought! If it was too translucent, it just looked like red dyed water. Too slow and thick and it looked like gelatin. Took me a while to nail it down but I think it turned out alright.

I hope my vision of this place so far grosses you out! Now I’m onto the next map!

Autumn Scenery!

My absolute favorite season is here! I love everything about the Autumn; the colors of the leaves, the sounds, the grey sky on overcast days or the deep blue on clear afternoons. The smell of that chilly air first thing in the morning and the way the fog just clings to everything! Black coffee, pumpkin pie, cinnamon, nutmeg…man, I just love this time of year! With Halloween around the corner, that Occult-vibe really keeps me inspired during these months too. It’s no coincedence the setting of Out Of Hell takes place during the Autumn!

So I’ve finished up the Outskirts map and am hopping onto some Hell levels next. I initially had some areas fleshed out but looking at them now they just seem boring to me. It all looked like the classical vision of Hell with caverns, red sky, fire etc. The direction I’m taking it now will be much more…macabre. The archetecture/environment will probably appear nonsensical because I don’t want to be limited by…I guess rules of the physical world if that makes any sense. When we have nightmares we never stop and think about why things are the way they are inside the nightmare. The only thing that matters is the fear and I’m going to try to instill that in people.

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If you check out the screen just above, there is a lot going on. With a little trickery I was able to get just a ton of grass and vegetation in there. Lighting and shadowing is all dynamic, everything reacts to the wind and despite the amount that’s onscreen, I think the framerate is not too bad! (Hey, still runs better than the OoH 2009 Mod ;p ) I also have a middle-of-the-road to lower end PC now so I’m sure more modern systems will run this with no problems. Eventually I’ll revisit this and all the other maps to do some tweaking and a couple more visual passes but for now, it’s done and I’m moving on!

Poll Results!

Thanks to everyone that voted! I think it’s a pretty safe bet to go with the No HUD route. I came up with some neat alternative ways to display your health and ammo. The method for checking your health is quite unique; I haven’t seen it done in any game before.

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I’ve finished up the functionality (ADS, reloading, spread, etc.) for all the weaponry. I have Fully Automatic weapons, Semi-Automatics, Pistols, Shotguns, Bow and Arrow, melee weapons and I finished up the monster AI as well. Surprisingly, that all took me only a fraction of the time to do compared to the interaction/inventory! The inventory believe it or not was just a huge pain but all the legwork is done now and it’s a pretty robust system (outlines on interactable objects, picking up items, items counts that stack, item descriptions, dropping items from the inventory into the world)

Thanks again for voting! See you soon!

Need An Opinion!

Hey guys! It would be great if you just took a second to vote on which sort of HUD you would prefer to see in Out Of Hell! No matter which one you choose, I have some pretty creative ideas for them all so let me know!

(poll finished)