The logic for certain systems started to be coded here. For example, this is the logic for the pin pad.
Each button on the pad is numbered, and depending on which is interacted with, a string of value 1-10 is appended onto a larger string that constitues the overall PIN. When the submit button is pressed, the larger string is returned, then set back to "". This system allows for a password to be set across the map, and a different password can be set for each PIN pad by making 'Correct Password' a variable for each pad, and setting them to different numbers. This allows random numbers to be generated throughout the map to allow access to different areas.
This logic was put in series with a keycard fob reader, with a Gate node being used where a command can only be run if another command was run before it. In this case, to open a door with a PIN, the key card must have been swiped before.
Moving onto new parts of the map, I added
a carpark drive out onto the moon, with rover vehicles packed in a
parking lot next to it.
Next i wanted to make a driveable car. I improved an old 3d model I found on the internet and rigged up the wheels to be aniumatable. This was by far the hardest part, learning to use the Chaos Physics computing system to make a car with suspension and a realistic engine.
I then edited the mesh to make it have transaprent windows and a dashboard:
The first iteration of the car looked great:
After a few painful weeks. It was made, with a collision system and control systems to get in and out of the car, with lights and animated wheels to make it look perfect.
The next item on the agenda was making a monster for the game. A friend drew up this sketch:
And I 3d modelled it in blender, then cut it up and rigged it using mixamo, with the relevant textures:
After this had been animated, I used a navmesh to define where the monster could fit and wher it couldnt, then implemented an Ai system for it to generate its own most efficient path to a point, so that it could run to a location , such as the player's when the game needed it to.
After this, I had some fun learning to edit and color grade videos, and making a new cutscene in the level sequencer, which helps you code a camera's movements and then export what they 'see'.
https://www.youtube.com/watch?v=71a6-U66ytc
I started renovating the map after this, speicifically enablking and learning how to use global illumination to make the scene look infitnitely more realistic, adding a more realistic sky, fixing shadows and lights, replaceing broken materials and fixing all the sound effects in game so that they sounded more vibrant - a click played in a large room would now reverb and echo etc. I also implemented a mechanic where the player's light or torch would slowly run out of battery and must be turned off regularly to recharge, which adds a layer of fear to the game, as half the time, you cannot see anything. After adding a post-processing volume to more accurately replicate a 1970s bodycam camera. It was time for lore.
After brainstorming with a few friends, we came up with the proposition that since there were no concrete laws on the moon at the time, someone would have the motive to exploit it. During the 70's, the AMerican Government made a base on the moon without any knowledge, and used the legal loophole to construct an experimentation centre where human inmates on death row would be flown up the base and be put through vile human experimentiation, in this case having the parts of their brain dedication to emotoin and memoery replace with computer chips loaded with artificial intelligence. Here are some documents shown in game:
I put together a path finding system to define where the enemy can go and cant go, then used animation software, such as Blender, to make a jumpscare animation. The NavMesh can define the path the enemy should take to get to the player the fastest. This path in question is only activated when the enemy senses the player. To do this, I set up a 150 FOV with line traces that run a chase function when intercepted by a player character, that take the character's location and set it as the final destination of the AI's movement.