I’ve spent a lot of time working on the scene that the Forgotten Fields demo ends on – Ethan’s house and the surrounding neighborhood area. A lot of that time has been spent on making this place feel atmospheric, warm and alive.
Fun backstory – the vibe of this place has been inspired by a random dead end road that my friends and I discovered after we got lost and took a wrong turn. It’s a pretty basic spot, but it’s also special – there are fields on one side of the road, two railway tracks that run parallel to the road on the other side, and some old houses a little distance away on the third side. This place has become one of our favorite hang out spots ever, and so of course, I decided to add it to the game.
The spot in monsoons-
Now first of all, The trains are set up as “NPCs” (through the plugin Adventure Creator) which basically allows me to set up their back and forth movement on the tracks using AC’s “paths” system. This helps me avoid having to animate the trains. The paths system also has the option to pause at every node, which means that the trains won’t be running back and forth all the time and will instead pass by at more realistic time intervals. Simple, but nifty.
To make sure that the sounds stop after the train is out of earshot, I set up these triggers (the red boxes) on either side of the playable area to recognize the train and only then turn the sound component on. The sound turns off automatically once the audio clip ends (it’s about 20 seconds long only) as it is not set to loop. The triggers (also a part of AC) are set up to recognize if the sound is already playing, so that they don’t launch the audio clip twice.
Another fun little thing going on behind the scenes that amused me is that the house that you see in the picture below falls right on top of the tracks. This house is only seen once, in the shot seen below, and it had to be placed on that spot to fill up the scene and make the world seem more realistic.
-Armaan