Thursday, February 24, 2011

Booking the equipments for our mock!

We met up with Fiachra and we all decided to make a mock of our game to check how our interactivity will work out.

Booked the equipments for next next week and hopefully we'll be able to film everything we need for it so we can start the editing and bringing everything together.

Tuesday, February 15, 2011

Custom cursor sample code


Custom cursor (Gloved hand)

//We need to create a layer for our mouse
//We need to draw our mouse and convert it to a movieclip
//Create a layer for Actions on top of the Mouse layer
//Tutorial for this code found on
//www.republicofcode.com/tutorials/flash/as3customcursor accessed March 4, 2010

Mouse.hide(); //This hides the default mouse cursor

Glovedhand_mc.startDrag(true); //This ensures the glovedhand_mc is dragged from its         //registration point. This will make it our mouse.



Sunday, February 13, 2011

Object Selection sample code


Object Selection

stop();

//Tutorial for this code was found on //www.atomicrobotdesign.com/blog/flash/animate-the-glow-filter-in-as3
//accessed on January 31, 2011

//We have to import the filters so we can use them
import flash.filters.*;



//This creates a new GlowFilter that we can then assign to a movieclip on the stage
var gasulGlow:GlowFilter = new GlowFilter();

//The color of the GlowFilter
gasulGlow.color = 0x138613;

//The size of the filter on the x-axis
gasulGlow.blurX = 50;

//The size of the filter on the y-axis, these don't have to be the same
gasulGlow.blurY = 50;


//Setting the alpha of our filter to zero to start off with

gasulGlow.alpha = 0;

//Assigning the GlowFilter to the movieclip

gasul.filters = [gasulGlow];


//This will tell our filter when to turn on and off

var glow:Boolean = false;



//Our listeners

gasul.addEventListener(MouseEvent.MOUSE_OVER, addGlow);
gasul.addEventListener(MouseEvent.MOUSE_OUT, removeGlow);
gasul.addEventListener(MouseEvent.MOUSE_UP, playFrame2);
addEventListener(Event.ENTER_FRAME, increaseGlow);



//This function sets glow to true which turns on the glow when the mouse cursor is over our movieclip

function addGlow(e:MouseEvent):void

{
  
glow = true;
}



//This turns off the glow when the mouse cursor leaves the movieclip

function removeGlow(e:MouseEvent):void
{
 
glow = false;  
}



//This checks the status of glow and turns on and off our glow
function increaseGlow(e:Event):void

{
   
if(glow == true)
    {
       

//If glow = true, then it will increase the alpha of gasulGlow by 0.02 each frame. This number can be changed to anything between 0 and 1 depending on how fast
you want the glow to appear
        gasulGlow.alpha = gasulGlow.alpha + 0.02;
    }
    else if(glow == false)
    {
       

//If glow is false, then it will decrease the alpha by 0.02
       
gasulGlow.alpha = gasulGlow.alpha - 0.02;
    }
   

//Assigns the glow filter with the new alpha to gasul
   
gasul.filters = [gasulGlow];
}


//This plays frame 2 once movieclip is clicked upon

function playFrame2 (e:MouseEvent):void
           
{
removeEventListener(Event.ENTER_FRAME, increaseGlow);
                       
gotoAndPlay(2);
           
}

Timer for narrative sample code


Timer for narrative

stop();
//Starting number of the countdown
var count:Number = 10;

//create new timer
var myTimer:Timer = new Timer(1000, count);

//create event listener
myTimer.addEventListener(TimerEvent.TIMER, countdown);

//start the timer
myTimer.start();

//countdown function
function countdown(event:TimerEvent):void {
myText_txt.text = String((count) -myTimer.currentCount);

//if timer reaches "0" you lose
if(myText_txt.text == "0"){
gotoAndStop(6);
}

//first part of sequence
stage.addEventListener(KeyboardEvent.KEY_DOWN, goto2);
function goto2(e:KeyboardEvent):void {

if (e.keyCode == 49) {
gotoAndStop(2);
}
}
}







Saturday, February 12, 2011

Programming


For this project, we are using Flash Action Script 3.0 because we have the most experience with this language. There will be a lot of challenging tasks that we have to overcome. Conor Moore and Rochelle Lazaro have started to code the most important parts of our game. Conor Moore created the code for our timer. The game will let the user explore the space they are in. If they try to leave the space without finding and taking some vital things (eg. Set of keys) and go into another space (e.g. hallway/upstairs), the timer will start.  This will employ the user’s quick thinking.

One of the most important parts of our code is being able to select an object for the user to pick up clues and interact with. Rochelle Lazaro wrote a code on how to make an object in a still photo glow and when clicked upon, will lead you to another frame or .swf. It all depends on the object they picked. Objects that glow are the ones that can be interacted with.

The most daunting tasks would be bringing the movie to flash and coding each jump cut accordingly. The idea is to code a number of separate .swf files together so the file of the game itself wouldn’t be too big. The reason behind why we do not want to put all the codes and jump cuts in the same .swf file is because more often than not, it will crash.

We will have to code in sound in various parts of the game. The main example for this is the “lullaby”. It is vital not to put many objects in the timeline as it is not reliable. Most interactive websites or games that were made using Flash Action Script 3.0 are fully functioning due to the code.

When we finish filming the first parts of our game, Conor Moore and Rochelle Lazaro will start coding the navigation of the game which will be done by using panoramic photos of each scene. We will have a movie clip of a gloved hand as our cursor and this will act as our navigator.

Thursday, February 10, 2011

Controller








Originally, our group thought about more modern ways of interaction. Kinect and Playstation Move came across our minds. However, we asked ourselves one important question. “Is it necessary?” and it wasn't. Since we're all big fans of computer games, we realized that a simple mouse and keyboard would suffice. We all played scary games on the computer and that didn't take away the feeling of immersion. We decided to use a Magic Trackpad created by Apple. The photos below were taken from Apple.com

 
Magic Trackpad works using Bluetooth technology. Therefore, we can place it wherever we want. It will prove convenient to our booth set-up since we're planning to have a stand for it. We can pair the Magic Trackpad with our Mac or Windows laptop; it will secure a reliable connection up to 10 metres away.

It is very easy to use. A user can scroll, click, double-click and swipe. It uses the same technology as the one found on a MacBook Pro. It will give the player or user a whole new way to control and interact with what's on the screen. We decided to use this because of the fact that it's something between new and something familiar. Most of us are familiar with the clickpads of our laptops but we haven't used it separately. Our aim is to make the user feel at ease and uneasy at the same time with our controller; at ease because they're familiar on how to use it and uneasy because it's different. Some would prefer to use a mouse.

We will put it on the stand in our booth so it would give the impression that the player has the freedom to control.

The main concept of this technology is that it allows you to interact with whatever is on the screen with one tap of your fingertips. No unnecessary force needed to interact with our proposed game. Therefore, it will be easier for users to explore the scenes in the game. It will be faster for them to move around the objects rather than moving the mouse and worrying about its wire.

The negative thing about this is that the multi touch technology only works when it is paired with a Mac. It can work on Windows with the help of BootCamp. However, it will only let you tap once for click and tap twice for double click. Other features such as swiping are discarded.

This technology also allows you to zoom in using your fingertips. We will not be using this feature in our game because we do not deem it necessary. The code we’re implementing is if the user click/tap the objects in the scene, it will automatically zoom in for better view.
 



 

Monday, February 7, 2011

Interaction Design








The booth is an enclosed space shaped like a box; built to isolate the user from the surroundings and make them feel secluded. We want the user to be away from other distractions and sounds that could ruin our aim of making the project a suspenseful psychological game for the user.
We decided on an enclosed space as part of our project because from what we have researched from playing horror games and watching thriller films is that when a person feels alone, the suspense has a stronger effect on the person. People tend to suppress fear when other people are watching therefore if we make them feel that nobody is watching, they would fully immerse themselves in the game. We think that this is a very important element of our project.
Description of the Booth (Using the Side View)
A - This is a flat screen TV. It will display our game and video footage to the user. We feel that a TV screen is a good way to display the footage, as it is a comfortable display unit for most users. It is also ideal as it would be easily mounted to the wooden frame of the booth.
B -   This is the stand for the controller. It will be fixed to the floor of the booth and placed at a designated area where the user can reach comfortably. We decided that it would be fixed to the floor to make it look tidy so there will be no wires hanging out to trip or confuse the user. Also, there would be no chance of it being dropped and damaged by the users if they get frightened. The controller will be a Magic Track Pad (see below); the top will be tilted towards the user for the easier use from a seated position.
C - This is the stool for the user to sit on when using the game. We decided on a simple backless round stool because it is small and it has no sharp edges for safety. But more importantly, the user won’t be comfortable on it and we think that this will add to the unsettling feeling we are trying to create for the users.
D - These are the earphones we are using for our audio. We think earphones would be the best to use, as it will drown out any unwanted sounds around the booth and therefore engulf the user with the surround sounds we plan to use in the game.
E - This is the actual walled booth. We plan to use wood material and hinges. We will build a frame first and then mount the four sheets of plywood to the frame, corner to corner. We will then cover the inside of it with heavy black cloth to help make the inside of it black. We will have a door cut out of the back wall, a small one the user has to crouch into. This may make the experience more intense if the user isn’t sure where they are crouching to go in. So when the user’s head comes up to the inside of the booth, they will be met with complete darkness. When they sit down, the game will start.
The booth is important to our game as it intensifies the atmosphere of our game. Isolating the user will play on their fear and cause them to feel uneasy. The booth is needed to create a dark space away from everything else; we want the user to feel alone as they are supposed to be alone in the game. We feel that the booth is going to enhance the experience we want to achieve.

Sunday, February 6, 2011

Osoreru Sound Map


Colour Keys:

·      Music (Orange)
·      Dialogue (Blue)
·      Sound Effects (Green)
·      Concrete Sounds (Purple)
·      Atmospheric Sounds (Red)


You start off in a car pulling up a driveway.(Tyre on gravel) The car stops outside an old, isolated house. You get out (car door close) just as the front door opens(door opening), your Aunt is waiting for you. You follow her into the house, down the hallway (footsteps on wooden floor)and into the living room/ kitchen listening to her as you walk.

“Hi, thanks so much for coming on such late notice. We usually would have something arranged with the neighbours but they are on holidays and well we didn’t decide to attend the show, it was very last minute. Anyway, there is food in the fridge, and the TV is there so help yourself, use the bathroom by the kitchen door. Upstairs is a mess so there is no need for you to go up there. Thanks again and we’ll see you later… It will probably be a late night so make yourself comfortable.”

Your Aunt and Uncle leave, leaving you alone for the night.(Front door closes)
Dead Silence gradually becoming a low hum + loud ticking from a clock
Music starts (low notes, low volume, eerie)

Living Room:
Primary Objects:
  • There is a photo of a girl on the mantel piece. She is young. She has a white dress on and a white ribbon on her hair.(creepy music) (When you pick this object up, you hear a young girl's voice whispering. It sounds like she's asking for help)(Whispering, low volume)
  • A doctors PHD certificate on a frame. It's got your Uncle's name printed on it.
  • TV(When turned on, it goes static and a message appears informing you that there is no video in) (TV static, loud, abrupt)
  • There is a small, old looking, rag doll lying on the ground beside the couch(When you pick it up, a lullaby starts to play)(eerie lullaby)
  • The window (low hum becomes louder)(Something small runs past (quick, darting music sound), possibly a child. You're not sure. It's difficult to see)
  • There are matches sitting at the fireplace (You can’t take these yet but they are important at a later stage)
Secondary Objects:
  • There is a book sitting on the coffee table(It's about missing persons) (high notes, puzzling music)
  • There is a half empty, cold cup of coffee beside it. (Your Aunt must not have had time to finish it)
  • There is a clock on the mantel piece(It's ticking loudly)
You can move towards the cooker.
Cooker:
Primary Object:
·      There is a jar of tea bags you can open (jar opening) (There is a set of keys hidden inside. There are three different keys) (keys jingle)

Secondary Objects:
·      There is an old kettle (The house is very old)
·      Pots and Pans (You don’t want to cook anything)

You can now leave the living room/kitchen. (low hum) (music gets creepier) There are two rooms you can enter. The bathroom or the locked study (Maybe one of the keys will open it)

Bathroom:
Primary Objects:
·      Mirror (There is a quick image of a girl's face (loud, abrupt music), it disappears (music stops) and you hear giggling, then there is nothing)
(Silence gradually becomes a low hum again)
·      Pills(Your Aunt needs help sleeping for some reason) (high notes, puzzling music)
     Secondary Objects:
·      There is an old lamp(More old fashioned items)
·      There is a vase with old rotting flowers in it.
·      The drawer can be opened on the dresser, there are candles inside.

When you go towards the study, you are presented with an option to select a key to unlock the door. You hear footsteps starting, slowly at first and quicker the longer you take to decide. (Music loud, quick, low notes with some high notes) If you do not get to select it in time, the screen goes dark and you hear the lullaby, you are put back into the kitchen/living room, and you can try to enter the study again.

Study:
(low eerie music)
Primary Objects:
  • The cabinet drawer opens. Inside there are:
  • Pills (These are labelled “Rachel Lorenzo”)
  • A voice recorder (If you click play, (static from recorder, crackling audio) your Uncle's voice starts to play. He is talking about Rachel, he is saying that she is not responding to treatment.)
  • VCR tape. It's labelled ‘Day 54’ (When the player finds the tape, the camera will be facing the drawer. The camera will look up to the window behind the cabinet. Something hits the window from outside with a loud bang; it looked a lot like the rag doll from the living room. (Music changes to ‘doomed’ type music, quick tempo) The camera snaps back to the middle of the room and away from the cabinet)
  • If you choose to explore the main window area, there is a strange statue of a figure. It has a light in its hand. There is a locket inside the lamp shade, it has a photo of the same girl from the living room inside. Her photo are on both sides of the locket.
Secondary Objects:
·      There are loads of Doctor's patient files(These are your Uncle's)
·      A grand piano is in the room(You can’t play it)
·      There is a small light on the cabinet(if you turn it on, the bulb blows)
If you choose to leave this room, the camera will turn towards the door. The piano starts to play but, when you turn around there is nothing there so you quickly leave.

Now you can either go upstairs or back to one of the previous rooms.

Living Room:
When the player re-enters the living room the window bangs open (window opening very fast) and the curtains begin blowing (strong wind). You quickly hurry over to close it (running footsteps). Someone wants to distract you…

You can go to the TV and play the VCR you found:
It is a home video. There are two girls that look the same. It's the girl in the photo. She had an identical twin. The girls are playing in the garden with your Uncle. You can hear your Aunt calling him in the background, she must be recording it. The camera turns towards your Uncle. You hear a shout and someone crying. The camera turns back towards the twins. One is on the floor. She claims that Rachel pushed her. Your Aunt puts the camera down and the two of them run towards Isabelle, the girl on the floor. The camera is unattended and Rachel approaches it. She doesn’t seem to care that her sister is hurt. She smiles oddly into the camera.(daunting music) The video switches off. (turning off, abrupt)

(daunting music continues..)
You can leave the living room. Back in the hallway, you can again enter any of the previous rooms. You can also go upstairs. (footsteps) On this level, there is another staircase you can go up to. There is also a room available to explore and but it’s locked.(trying to open handle) Again, you are presented with the opportunity to try one of the keys you found. The footsteps start again. If you do not enter the room in time, the screen goes dark and you hear the lullaby. You appear in the hallway downstairs again. You can go back upstairs and try again.

The Small Bedroom:
(Eerie, haunting music)
This room seems to have belonged to a child.
Primary Objects:
  • There is a small white dress lying on the bed. It has a white ribbon lying on top.(soft angelic music slowly mixes into the haunting music) (If you examine the dress, a girl appears sitting on the bed. (abrupt music sound [pause] soft music plays again) She is soft spoken. She is looking at you  and then she whispers, “find the truth”. The lullaby from before begins to play and she quickly vanishes.) (gasp)
Secondary Objects:
  • There is a teddy lying on the bed(must have been the girls' toy)
  • There are boxes in the room as if it were being packed away. One is open. Inside, there is a toy horse, a teddy and some children’s books.

Now when you leave this room, the rag doll is lying in the hall (lullaby plays), you can either go upstairs or downstairs. Upstairs there is only one room. This is the master bedroom.

The Master Bedroom:
(Haunting Music)
Primary Objects:
The dressing table, drawer opens. Inside there is:
  • A floor plan of the house. It is highlighted to show there is an underground level. There seems to be an entrance in the main hallway. (You hear the same soft whispering as what you heard in the child’s room. It seems to be warning you about something, “Be careful down there, she hides in the dark”)
  • There is a black ribbon on the floor near the bed(If you decide to pick it up, a hand tries to grab you from under the bed(abrupt loud music). The girl crawls out from underneath the bed (horrifying screaming) and comes towards you, grabbing at you. The camera view falls to the ground (thud). She leans into it and says, in a husky voice, “You should have stayed away”. If this happens, you will appear outside the room and you can try this room again.
  • There is a candle jar in this room. (If you lift it, you'll find that there is a photo hidden underneath it. The photo shows the twins. They are both wearing the same little white dress. But one has a white ribbon and one has a black ribbon in her hair. ‘Rachel and Isabelle Lorenzo’ is scribbled on the back.)
Secondary Objects:
  • There is a fur coat lying on the bed (it's your Aunts favourite)
  • There are glasses sitting on the dresser (Your Uncle wears glasses)
  • There is a book in the drawer along where the floor plans are located (Its about psychotics)
  • There is a mass card in the drawer as well(It has a photo of Isabelle. There isn’t one for Rachel)

(Haunting, eery, very uneasy music)
You can now go to any of the rooms in the house. At this stage you can also locate the cellar. The door is hidden behind the coats and it’s locked. Again, you can choose a key to unlock it. The footsteps (getting constantly louder) start again. If you don’t get the key in time, you end up in the hallway again. When you open the door to the cellar, you hear the lullaby. If you go in when its dark, you hear giggling and you are put back to the hallway. You need to go to the fireplace in the living room and take the matches. Now when you go into the cellar, (as soon as you go in) the candle jar from the master bedroom lights up (flame igniting). The light flickers at first, and you see the evil child’s face. (quick, horrifying noise) She quickly retreats due to the light.

Cellar
(Haunting, eerie, very uneasy music intensifies)
Primary Objects:
·      VCR tape (This one is sitting on a small table; it is the final piece of evidence.)
·      Case file (This will be difficult to find **)
Secondary Objects:
  • Mattress (Where the girl slept)
  • The rag doll is lying in the corner on the ground.
  • There are drawings lying on the ground near the mattress(They are children’s drawings. But they are dark and faces are scratched out of them) (Music changes slightly here, more low notes inserted to give a sense of realisation that the little girl was deranged)

** When you find the case file under the mattress, it opens.(Pages opening) Your Uncles voice starts to read out what’s inside. He is explaining what was wrong with Rachel, he talks about all off the methods he used to try to make her better. She just seemed to get progressively violent. They needed to detain her, so they moved her to the cellar. When the voice stops, you hear a loud bang from the ceiling above. One of the twins appears. She says, “Hurry, she’s coming”, and then quickly disappears. You move towards the door (panicked, heavy breathing) but when you get to it, it slams shut. You hear giggling behind you and when you turn around, Rachel is coming towards you. (music gets louder, quicker tempo, to make scarier) Her movements are jittery. (disturbing, horrifying noises coming from her). The door opens and Isabelle’s voice tells you to “hurry”. You get out and shut the door and run (quick footsteps) into the living room.

Living Room:
(Quicker tempo, to heighten level of fear)
You still have the tape so you play it.
(Tempo slows, long intervals between the notes in music, heightens the tension)
(Humming noise in the background, wind in the distance)
The tape seems to be a monitor tape from the cellar. Rachel is sitting there. You hear a noise (door shut). Isabelle appears. She is walking towards Rachel. Rachel gets up and attacks her, pushing her to the floor. You can hear screaming. Your Uncle runs in shouting, “What have you done???”

It flickers. Now it is showing Rachel on the bed and your Uncle is there. (Deep, sad music) He hands her some tablets and tells her, “Make sure you take it all, it will make you better”. She takes them and falls to the bed, (sad music intensifies) the empty pill box falls and rolls on the floor from her hand.

The video stops (static), (silence). You hear a door shut. You turn around to find your Aunt and Uncle standing behind you. (Music starts, horrifying)You hear Isabelle’s voice shouting, “RUN!”

Your Uncle lunges towards you. Items get knocked over. You get the chance to go to the back door. (panicked heavy breathing) If you take too long, he will get you and the screen will go black.(Music reaches it’s climax)

If you get to the door, you run outside (outside ambient noises) (Music tempo is quick, very tense) towards your car. (car door opening, ignition starting) You start reversing (car reversing sound, gravel under the tyre) out the drive. Your Uncle is running towards you. (Music intensifies) You pull away looking at the house and him. You take out your phone and dial 911 (dial tones). You catch a glimpse (quick, darting sound) of the twins sitting in the back in your rear view mirror. They both look happy, they say “thank you”, and disappear.






Saturday, February 5, 2011

Audio


Audio is the most essential part of our project. It will either ‘make or break’ us. The reason audio is so integral to our project is because of our horror theme. The music (or score) is the most important part of a horror film or game. The music is used to increase levels of fear and tension. The horror would not have much effect, if any, without the music. Imagine the film ‘Jaws’ without the thunderous music as the shark approaches? Or the shower scene in ‘Psycho’ without the screeching, stabbing-sound motions of the violin? It would completely diminish the fear for the viewer.
We are going to use surround-sound, which we feel will be vital for our project. With our booth set-up, we will use either 5 or 6 speakers and also a subwoofer. These speakers will be installed in a way that will do best to accommodate our sound maps for each scene.
Note: If for some reason our plan to use surround-sound with speakers is not achievable, we will use headphones and create the same effect, similar to ‘The Virtual Barber Shop.’ http://www.youtube.com/watch?v=IUDTlvagjJA
The types of sound we use are also going to be very important. Sound types fall under the headings; Concrete (sounds which come from something visible in the scene), Musical (atmospheric sounds) & Voice (sounds from the human mouth e.g. whispers, breaths). We will be using a strong combination of all three of these.
Research into what makes music or sounds so horrifying/creepy lead us to the following conclusions and methods, which we will implement into our audio:
·      Sudden changes of dynamics (low notes to high notes)
·      Soundscape that disorients & confuses
·      Notes that don’t fit – puts you on edge
·      Emptiness sounds (echoes, pipes, drips)
·      Emphasis on the tension, rather than the release
·      The distance between notes i.e. The intervals
·      Muffled noises (e.g. muffled thump) – gives no distinct indication of what is making the noise
Useful techniques we plan to use:
·      Use of synthesizers – create humming, droning sound effects
·      Compilation of sounds e.g. the soundtrack music to The Sixth Sense, if you listen carefully, is actually made up of thousands of human breaths.
Because the horror of our project is based around a young girl, we are going to incorporate a ‘creepy’ lullaby theme into the audio. If used in the right way and in the right context, a sweet lullaby can be portrayed as a dark, eerie song. An example of this would be the song Rosemary’s Baby by Fantomas where it combines lullaby vocals with chunking metal and guitar sounds. It can be found at the following link http://www.youtube.com/watch?v=GpOpdrcwNPI

Other musical influences for the audio include:
·      Metallica’s introduction to their song ‘Enter Sandman’
·      Korn
·      Rammstein
Movie & game soundtrack influences include:
·      The Grudge
·      The Ring
·      The Shining
·      Nightmare on Elm Street
·      Silent Hill
·      Fear
Software we will use to create our audio:
·      ProTools
·      Audacity
·      Reason