Elysian Hotel
- Joseph Chalmers
- Aug 4, 2024
- 3 min read
This game was made by myself as a passion project, I created it based on many of the tension building horror games such as resident evil, silent hill and outlast. The general design of the game was to create a sense of paranoia throughout the gam by using general fears to build tension such as the tight corridors of the hallway to create a claustrophobic setting and making sure all rooms of the hotel are filled with desks, bed and chairs to make the moveable space tight and narrow. I used a variety of scares and technics both visually and auditory to build the fear in the player.
Some of the mechanics I made to build fear in the player was to use short windows of being able to see the monster, these included monster in the room when entering, monster roaming in the hallways ahead of the player and disappear around corners when approached, monster hiding behind doors or slamming doors. I used sound effects through the game that I could later modify to build tension for example the players are able to hear their own footsteps changing depending on the material but through the game there can be multiply sets of footsteps heard even if they player is safe as if something was following them.
Through out the game there are chase area these areas are simular to the normal corridors and rooms however the patterns on the wall seem to move randomly and shift between hues. This change in environment signify to the player that there is an increase of danger. In these chase section I created make shift barricade out of the beds, desk and chairs dound in each of the rooms and a small animation as the player passes through them. As you first enter the chase room it will be the first thing you encounter demonstrating to the player how the safe area of the chase room will operate. The AI for this room is created using set roam paths they will take and using the unreal engine sense they can both hear and see the player if they get to close which will began the chase, if the player can get enough distance or enter a safe area the AI will return to its route.
Player have limited interaction in the game to give a simplicity to the controls, this will allow players of all ability to comfortable play using the controls. The players can walk around looking for notes that can be interacted with, opening doors using the same interaction, use flashlight to increase their visibility in unlit areas and running using a stamina system to escape the creatures. The interaction can be used to solve the puzzle through the game these include finding secret doors, obtain codes hidden in the many rooms, turning a power source back on and locating keys hidden in the hotel.
There are different areas in the hotel the player may travel through trying to escape the hotel such as going to the lobby to find keys, going outdoor finding maintenance entrance, explore the sewer system of the hotel in order to obtain equipment and using elevators to reach different floors of the hotel. These begin areas you must venture to escape following the story of the game and all adding new ways to bring tension and fear to those who play it.
However the game is still under development and not quite finished. Animation for the monster need to be finalised and section of the hotel are unfinished. More 3D models need to be done to add detail to hotel and texture for certain areas of the hotel including the outdoor sections.
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