I was unsure whether I should include this here or include it in the planning section, I put it in here to avoid oversaturating the planning tab with too much work, but feel free to let me know this needs changing by emailing Dylanpdc2007@gmail.com or calling 07383 099029.
The basic map was made in photoshop, I selected certain amounts of pixels using the rectangular marquee tool and colouring the selection using basic block colours. From here I just made sure that things like the windows, sides of the sofa, doors and top and bottom of the map were the same size to ensure the map was good scale. The intention isn't to follow the scale perfectly, just to base the final map off of the layout of windows, furniture and doors.
I continued using the tool to make the broadcast room, I decided to make the window there smaller so that the room would fit together better, an entire background being a window would have been really off-putting.
Instead of using a fully detailed map for the plan, I decided that it's best to just colour where the radio equipment is so that I can put it there when I make the actual map sprites. This helps me save time whilst showing the important information of where the equipment is.
Finally, I decided to add the basic name of the file to make it more obvious that it was the first version, as well as saying that it was my creation and adding labels as well as a basement area. The map isn't totally detailed but it gets the job done without any major issues. This saves time as I haven't added any proper details and the image gets across the basic details of the map for me to use later in production.
Conclusion
In conclusion, the map mock is just detailed enough to allow me to go ahead with creating the sprites, whilst not being detailed enough to limited my creativity and take too much time to make. This is the basic layout that the game will use and anything else can be added when I think it can work well as long as it doesn't interfere with the main building blocks of the map as they are needed for the story to work.
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I also worked on a different map layout, this time deaturing more space and a new room. The idea behind it was that it would include an entry point for the monster in the basement that wasn't the window, ensuring that the realisticness of the game was maintained since the basement window would be too small for a monster to fit through. I first blocked out where key things like the sofa, windows, recording station and basement shelves would be by using block colours, followed by me using shading to make things like the wood of the shelves and table as well as the leather of the sofa and fold of the curtains more noticable. This level of detail will be vital for my project to be a success as it will need to look the most realistic I can make it in order to achieve the correct atmosphere.
I eventually added my name to the work and ironed out some detail, such as the entry way to the side basement room as well as where the monster goes through to actually get into the building.
In this case I used the text tool in photoshop to add my name as well as what the map was going to be used for so people couldn't steal my work and pass it off as their own as easily. I also used Kyles spatter brush to add black mould to the surroundings of the hole in the wall in the basement side room. This detail will again be pivotal in making the game seem realistic as it doesn't take an unreasonable amount of force to break through a mouldy basement wall that probably wouldn't have been fixed up since the place was built, and especially not maintained and cleaned.
Conclusion
If I were to make this part of the project again, I would probably add detail such as where different dialogue speaking events can be activated as well as the times it should take to go from one area of the map to the next. This would allow me to not have to decide on any of the story during coding production, with me instead being able to just make the blueprints and place them in areas I already worked out to be the best for them. Unfortunately I don't have the time to add any of these details, but I'll be sure to keep in mind how useful logging events and key story changes on a map can be to save time in programming and make the whole job a lot less stressful.