Wednesday, 3 May 2017

Bittersweet Update #1

Bittersweet Update #1
Hi Nathaniel here and I want to give you a quick update as to what I've been working on within the UE4 demo for my college project Bittersweet. The house now has a second floor which is currently nowhere near finished as only a very small portion of the house has been furnished.
This is what the house now looks like.
Originally this is what the house looked like.

I am now planning on furnishing the house before I begin adding the horror elements. 
I have decided to change the house to a modernised version of the original plan as it will make the development of the house and furnishing it far easier than searching for and making assets that lo0ok like they are from the past, the samurai era.

Thanks for reading,
Nathaniel
SENKRAD Studios


Wednesday, 26 April 2017

New Project (Project Zerethon)


Project Zerethon?

Hi Nathaniel here and I'd like to announce that I have started on a new project which has a very early playable build which shows off what the basic premise of this game is. Project Zerethon is a top-down zombie survival shooter which currently has very basic AI and gameplay mechanics.

Play it here:



Or play either of my other games here:

Thursday, 30 March 2017

Assets (That aren't mine) that I am using with Permission [Bittersweet]


Bittersweet Update
Hi Its been awhile but that's because I have been busy with other things like going to see Russell Howard Live and working on updates for Erekor's Asteroids

I have decided to use free assets in order to complete my game's demo a bit faster than I otherwise would be able to.
The assets that I am using so far are:
  • Infinity Blade Grass Lands
  • Infinity Blade Ice Lands
  • Infinity Blade Fire Lands
  • Medieval Wooden Fence: https://www.turbosquid.com/FullPreview/Index.cfm/ID/993091
  • Fire Torch: https://www.turbosquid.com/3d-models/free-torch-3d-model/853307
  • Katana: https://www.turbosquid.com/FullPreview/Index.cfm/ID/1113643
  • Tatami Mat/Japanese Bed: https://www.turbosquid.com/FullPreview/Index.cfm/ID/1036487
  • Router: https://forums.unrealengine.com/showthread.php?49131-3D-Models-Free-asset-every-day-by-MaKiPL-open-request
  • ArbitraryS Grindstone Models Pack: https://forums.unrealengine.com/showthread.php?60784-FREE-Various-models
  • Old Bucket: http://tf3dm.com/3d-model/old-rusty-metal-bucket-milk-bucket-35857.html
  • Headphones: http://tf3dm.com/3d-model/somic-g909-heaphones-4260.html
  • Headphone Stand: http://tf3dm.com/3d-model/basis-for-headphones-60670.html
  • Geralt Figure: http://tf3dm.com/3d-model/the-witcher-71744.html
  • Lightning Figure: http://tf3dm.com/3d-model/lightning-33855.html
  • Elementalist: http://tf3dm.com/3d-model/elementalist-21662.html
  • Jill Valentine: http://tf3dm.com/3d-model/jill-valentine-35151.html
  • Batman: http://tf3dm.com/3d-model/batman-50670.html
  • Rogue Model 1: http://tf3dm.com/3d-model/puo-56137.html
  • Rogue Model 2: http://tf3dm.com/3d-model/rogue-46752.html
  • Ciri: http://tf3dm.com/3d-model/puo-3937-89802.html
  • Lara Croft: http://tf3dm.com/3d-model/puo-4282-8256.html
  • Pixar Style Girl: http://tf3dm.com/3d-model/girl--5781.html
  • Slasher DS3: http://tf3dm.com/3d-model/dead-space-3-slasher-61944.html
  • Leviathan: http://tf3dm.com/3d-model/puo-4045-59921.html
  • Bookshelf Comment: https://www.turbosquid.com/FullPreview/Index.cfm/ID/648138
  • Bookcase: https://www.turbosquid.com/FullPreview/Index.cfm/ID/1099222
If I do not use these assets then the game's demo will take far longer to create as I am a one man team.
Bittersweet
I have decided to modify the house to make it more modern. This will speed up development as there are far more modern assets that are free to download and use. This is why I decided to make it look more modern.

Nathaniel S

Friday, 3 March 2017

Erekor's Asteroids is Finished (for now)

It is Finished

Hi Nathaniel here and I wanted to announce that my game Erekor's Asteroids is now complete.
After leaving the game broken for a few months I have finally gotten back to complete the game by fixing the major bug that was ruining the Normal and Hard difficulties. I would like to apologise for leaving the game broken but I've been busy with college work and I am now an uncle so I am sorry for that. The link to download and play the game is at the bottom of this page.



Originally in Version 1.3 when you went on either Normal or Hard difficulty the spawner object (for the asteroids) would spawn more of the standard (larger) asteroids as soon as there were no more standard asteroids in the level, even if there were small asteroids flying around. This made it very annoying when playing on these difficulties as you were easily overwhelmed by the sheer number of asteroids.

Now in Version 1.4 more asteroids are only created when all asteroids in the level are destroyed. This is a massive improvement as it makes it so that the player is not being overwhelmed mere minutes after starting to play, since it takes only a few seconds to destroy all asteroids.

Another part of this update is that the small asteroids have been made faster as to give the game a slight increase in the games difficulty curve, this is not as big of a change but overall it makes the game slightly harder for the player to get a very high score.

I am planning on implementing a scoring system however that will take a while since this game is offline and will potentially need to have an internet connection and server created for comparing scores to other players.
Other than that I currently have no plans to continue the game apart from a potentially insane difficulty which will just have considerably faster moving asteroids and only one life. This won't take long to do but I am busy with college work and personal things such as becoming an uncle!

Play it here for free: https://senkrad-studios.itch.io/asteroids



 Overall Patch Notes
-Difficulties have now been fixed
-Small Asteroids are Faster
- Save and Load feature is being worked on to prepare for highscores (This is still to be decided)

Thanks for Reading
Nathaniel Smith
SENKRAD Studios

Wednesday, 1 March 2017

Who I am, Current and Past Projects



Who Am I?

Hi I am Nathaniel also known as SENKRAD. I am the owner of SENKRAD Studios and started game development as a college student in the north east of the UK. I have worked on a couple of projects in the past which can be seen and played here: https://senkrad-studios.itch.io/
I have always been interested in the games industry and have wanted to work in it for quite a long time, since I was a little kid really, which is why I took a game development course at my local college.

Past Projects (All are works in progress)

Erekor's Asteroids:

This was my first project and one which took a short time to develop, using YouTube tutorials as a guide. It didn't get many views but as an Asteroids clone I didn't expect it to do well. I am still working on this game every now and then to give it improvements but none of these is public yet as I am currently attempting to fix the difficulty settings as when all of the large asteroids are destroyed it spawns more of them which it should not do. This only happens on Normal and Hard difficulty. Easy works fine. This was made in Gamemaker Studio: Professional.
The current version can be played here: https://senkrad-studios.itch.io/asteroids


[Insert Game Name Here]

This is my second project and one that has taken up the most time out of all of them. This started out as a game that I was working on at home when I first started college as a way to get to know the Gamemaker software a bit better. It is far more advanced than my Asteroids clone and uses far more scripts than it. It is still a work in progress that I am spending a lot of time trying to improve it, currently there is no audio but it will be added soon. 
This game is an Isometric 2D game with the main aim of traversing the maze and defeating the monsters which will progressively get harder. This was made using Gamemaker Studio: Professional. The pre-alpha/demo can be played here: https://senkrad-studios.itch.io/insert-game-name-here


What am I working on Now?

The current project  I am working on is called Bittersweet. I am making this game in the Unreal Engine 4. I am using this engine as it is a very good 3D game engine which has a large community, also it is the engine that I am currently being taught to use in College. Within the Unreal Engine 4 there are also many free and paid asset packs that are available for me to potentially use.
I decided upon the name Bittersweet as it is a play on the name of the folklore that the game is based on.
This is how the name was decided:

瞽女 幽霊     =     ごぜ ゆれい
Goze no yūrei           =          Goze no yu rei
Ghost of a Lady        =           Bittersweet

It is a play on the Japanese name of the folk tale of the same name. 

This game is a first-person, psychological horror.
I am using the psychological and horror genres because they pair well together. Also, I am using the horror genre because it is very popular and has been for a long time. However the horror genre has been quite stale for a fair amount of time as well since the constant use of jump scares has diluted the genre and made it so that players are used to this. This way of scaring the player doesn’t work well anymore, which is why I have decided to try and mess with thew players head.

This games audience is anyone over the age of 16 that wants to play horror games basically. This is because it contains some sexual content.The sexual content within my game will not contain full nudity or a full blown sex scene. Instead it will be left to the players imagination, similar to those in The Witcher Series and the Dragon Age series

This is the overall story for the game that I plan on producing:

Demo

Horror Story set during the Modern day in Japan. Journalist (Damien Jackson) investigating a traditional ghost story in which a blind Japanese woman (Goze) was raped before being thrown off of a cliff and dying. The story then states that the samurai came to a Buddhist temple a year later before being dragged into her grave as she was buried there.
The story starts at a run-down abandoned Japanese home (Night Time). A western journalist looking into eastern ghost stories in order to find their origins enters with a torch since the story begins at night. Hearing tradition Japanese singing with a Shamisen in the background (occasional screech sound) he starts to look around the house. Occasionally seeing transparent figures of a beautiful woman. Enters bedroom, puddle of water in middle of room, Damien collapses unconscious, Cutscene (dream) of samurai and Goze having sex (Similar to DA and Witcher games). Occasional glimpses of Goze’s actual hideous appearance overlays on her otherwise beautiful (imagined) figure. Damien wakes up to sunlight glaring in eyes. He sees the spirits of the samurai and the goze leaving house. The demo ends as the spirit of the samurai looks back with a sinister look on his face

Demo Ends

Full Game

Walks outside to car, drives to the nearby Buddhist temple. On the way to the temple, Damien sees the Goze (still in the beautiful imagined spirit form) get shoved off the cliff by the spirit of the Samurai. A high pitched scream is heard before a loud thud sound. Upon reaching the temple, partly in ruins, multiple visions occur. Damien again collapses unconscious. While unconscious he sees the temple many years in the past. Two of its priest are seen carrying the body of a woman, the goze, Damien is still seeing her beautiful imagined form. They bury her corpse with in an unnamed grave as her name and social status were unknown. This vision bleeds into another, the samurai arriving at the temple a year later and sleeping on a futon. Damien now wakes up and the player is in control once again. They can search the temple. Damien sees the spirit of the goze standing above the samurai. She says “Have you already forgotten last Autumn? You played with me, and then tossed me away when you were finished. I have no eyes, but I see you now!” The goze drags samurai towards the graves site. The player must then search the graveyard for the grave before digging it up to find two spirits the samurai with the goze clinging to him. The spirit of the goze then shifts from her beautiful form to her real form before the spirits fade into two bloodied skeletons.

This is the flooring plan for the Japanese house map:


This is the reference material that I have decided to use for my project:

This story takes place during the Kyoho era (1716-1736). A samurai named Hotsumi Kanji,a minor prefect in Kitakuni province, was making his prescribed annual trip to the capital at Edo one year when he stopped at an inn along the way.
From his room, he heard the most beautiful singing voice he had ever heard in his life. It was coming from one of the rooms of the inn, and belonged to a goze, one of the blind women who traveled the country making their living performing on the shamisen.
Thinking that a voice so beautiful must be attached to an equally beautiful body, Hotsumi resolved to have the woman. Discovering which room was hers, he hid in the dark, waiting for her to return. When the goze returned, Hotsumi sprang from his hiding place and ravished her, an act which the woman was not opposed to in the least.
The next morning, Hotsumi was shocked to discover that the woman with the beautiful voice was unspeakably ugly. Her hideous faced beamed at him with a look of pure joy, thinking that she had at last found love. But nothing could be further from the truth—Hotsumi quickly concocted a plan, and took the woman with him on his way to Edo. On a convenient mountain road, he pushed the ugly blind woman into a ravine, killing her. Thinking he had solved the problem quite nicely, Hotsumi continued on his business.
The following year, Hotsumi had completely forgotten about the incident. Again, the time came for his trip to Edo, and this time he stopped at a small mountain temple to spend the night. That night, the yurei of the goze appeared before him. She said to him:
“Have you already forgotten last Autumn? You played with me, and then tossed me away when you were finished. I have no eyes, but I see you now!”
She grabbed Hotsumi by his ankles and tore him from his bed. He struggled to break away from her, but his strength was nothing compared to her rage-fueled power. Hotsumi saw himself being dragged to the temple’s graveyard. The goze stopped before a certain grave, smiled slightly, then embraced Hotsumi and drove him into the earth with one strong pull.
The monks of the temple heard the commotion and ran to see what the matter was. They followed the trail to the graveyard, and after retrieving shovels they dug quickly into the earth. They soon found Hotsumi’s body, with the skeleton of a woman wrapped around it. By fate or bad luck Hotsumi had chosen the temple where the goze’s body was buried after it had been discovered down in the ravine. And she had come to claim him.
Translator’s Note:
At last, a blood-thirsty tale of ghostly revenge for Halloween! This is one of those stories that pops up in several Edo-period kaidan collections, in a few variations. I created a kind of mix of the different versions, taking the pieces I like and assembling them together into a single story. For example, Mizuki Shigeru’s version in the Mujyara doesn’t have Hotsumi being drug into the grave, but just disappearing from the hotel. But I really like the grave bits so I left that in.
The title of the story is 瞽女の幽霊 (Goze no Yurei). “瞽女” (Goze) is one of those weirdly specific Edo period words that refers to a blind woman who played the shamisen and worked as an itinerant entertainer. If you were a blind woman in the Edo period, there were only a few jobs available to you, and goze was one of them. Either that or masseuse/assassin, or so the movies tell me.
Mizuki Shigeru’s art uses Utagawa Hideyoshi’s 瞽女の幽霊 (Goze no Yurei) as an inspiration. I don’t know if Hideyoshi was painting exactly this story, or just a painting of the “stock character” of a goze’s ghost. Mizuki Shigeru certainly elaborated on the scenery when creating his version—Hideyoshi’s is on a simple background, with the yurei walking in water.

In Japanese folklore, water has always been a pathway to the world of the dead. During the Obon Festival of the Dead yurei zoom across Japan’s rivers like a super expressway, coming home to meet their families then being sent back with lanterns floating out to sea. So Hideyoshi’s picture is more metaphysical than representational. The water is the world of the dead, not an actual river being crossed by the yurei.

I have come up with a list of Assets that I plan on working on:

Audio:

Traditional shamisen with female voice actor singing
Dripping water sounds throughout game (Water is associated as a path to the land of the dead in Japan)

Cutscenes:

Opening cinematic in which protagonist talks about how he is working on researching folk tales from eastern (Asian) countries and how he is currently looking into the Japanese folk tale called goze no yurei. During this it shows pictures from various Asian folktales finally showing a female spirit upon a pool of water.
Demo: ending cinematic showing the two spirits leaving the house, the samurai looks back with a sinister look on his face.

Characters:

Damien Jackson
Two Japanese Woman, 1 Beautiful, 1 Hideous.
A Samurai armoured and unarmoured
Male bloodied skeleton
Female bloodied skeleton

Environment:

Traditional Japanese House Outside view
Traditional Japanese House Inside View
Futon
Rotten Futon
Plant Pots
Vases
Broken Vases
Bricks
Cracked Bricked
Broken Bricks
Wooden Planks
Broken Wooden Planks
Sliding Doors
Broken Sliding Doors
Animal Bones (Chicken, Macaque, Brown Bear, Japanese Hare, Japanese Serow, Japanese Quail, Inari Foxes, Whale, Fugu)
Half Chewed Animal Bones    (^^^^^^^^^)

Interactive Items:

Torch
Batteries maybe?

Thanks for Reading
Nathaniel Smith
SENKRAD Studios