Friday, 17 May 2013

Cinimatic Trailer summery

Cinematic trailer summery 

 It wasn't until I tried this trailer i realised how limited i was using skyrim and a mod tool compared to an actual game engine. Using skyrim means i couldn't really make any events perfect so i couldn't direct soldiers to march in formation or move in directions i wanted them to. I could set up huge fight scenes which was very helpful for all 3 trailers but for cartain parts i wanted to have in a trailer skyrim just couldn't do it. Although i do believe i have done a good job on the cinematic trailer the shots i made are well timed with the music adding more impact to the trailer and thanks to skyrim i did get some very good battle shots in slow motion using console commands to slow the world down i did this to add a more slowed down tense effect for the trailer so i wanted the viewer to see everything that was going on and to make it a little more artistic as well. I do wish i had more freedom in skyrim and was able to to more battles in formations but i think i made the most of what i had and made a good cinimatic trailer.

here is my finished cinimatic trailer that i uploaded to youtube
 http://www.youtube.com/watch?v=WTNG3dcD8Ig

Feel free to watch and comment with your thoughts and feedback it all helps thanks

Wednesday, 15 May 2013

Customization Trailer Summery


Customisation Trailer Summery


This post will sum up my thoughts and feelings about how the customisation trailer turned out.

The hardest part about making this trailer was that there are none for its genre. Because of the fact there is not a lot of customisation in these games so I really had to make my own plan and think of a new way to do it. I started off with some simple shots of skyrim tress, nature, water and wildlife to start it off pretty calm and then when the music got intense i made the shot fade out to black and instead of fade in i made it go straight into the clip to show a sense of increased intensity. the throughout the trailer it was just a matter of showing off some different types of armours. I chose to mainly show warrior and stealth armours as these are the more pleasing looking armors in skyrim as the mage outfits are more robes and a hood. The way i chosen to record is by showing a front and a side view of the armours which seemed the best way to do it. I think my choice to separate the stealth and warrior armours and record them in different places and different times was a good idea as the warrior Armour is made of steal and should be big i wanted to show it off. So to do this i recorded in a place that would have almost no distractions so a viewer would be focusing on the Armour. Also i wanted to record when it was light in skyrim so a viewer could see the light shining off the Armour so they could see it in all its glory. And for the stealth armours i chose to record in a forest areas as these armours are more for hunters/ archers so they wood be hiding in forests. I recorded in a place where there was also wildlife so you can really see the Armour blending into nature. Finally i chose to record the the stealth Armour at a darker time to also show its elements of stealth.

here is my finished customisation trailer that i uploaded to youtube
http://www.youtube.com/watch?v=_eNEbYnFad0  

   Feel free to watch and comment with your thoughts and feedback it all helps thanks  

Gameplay Trailer Summery

Gameplay Trailer Summery 



This blog will be a brief description of one of my trailers there will be 3 in total. I will go over what i wanted to do in the trailer and how they have came out.

I studied a lot of gameplay trailers to really use them as a base to see what they look like and how they are filmed whether they are pretty intense and action packed or calm and story telling. after only watching a few trailers it was very obvious gameplay trailers are used to show off the action side of a game. So that's the base i used for my trailer to fill it full of fighting and action. The filming styles for these trailers are very montage like usually showing short clips of kills before it moves to another. Editing is pretty simple with only the camera fading in and out to make it feel smoother. In my trailer i have done exactly this i have used mods first of all to get the action scenes i wanted where huge battles could happen from there it was my getting the right shots by getting a few good shots and a few bad watching them keeping the good ones i liked and deleting the bad ones then restarting and finding different battle going on as the mod randomly generates these battle each fight is different with different outcomes making it very good to capture. For example here is a short unedited video I recorded to open with the video is 3 soldiers taking down an enemy although this is made in skyrim and the people fighting are AI this is how real players would attack if there was one enemy and 3 players they would all run to him knowing they would win they would all crowd around trying to get the kill and this is what i tried to capture the most realistic parts of the clips I recorded.

And for the editing of the video i kept this the same as the others by using a mix of simple yet effective techniques the main 2 i used was to open in sync with the music so i made the camera suddenly flash to play then cut to black then cut back again. After the music was more constant i wanted to make everything smoother so i made shots fade in and out and that's how i put the trailer together.

Also you will notice that i used my own character in skyrim for some of the kills this method was a lot easier and faster to record as NPC's doing this is pretty un common and when you are working to a deadline you cant afford to just wait. Also you will notice my player is wearing Armour different to the others this is to show the player that not every player will look the same and to add a little customization into this trailer too.

here is my finished gameplay trailer that i uploaded to youtube
  http://www.youtube.com/watch?v=RFuiDNdnBSg  

 Feel free to watch and comment with your thoughts and feedback it all helps thanks


Tuesday, 7 May 2013

War Formations



War Formations

For my project i am having various war scenes so i will have to research the formations of a medieval battle. Where the designated ranks would stand, where the generals would be and how the army/group would move.

The Wall

The wall is the more obvious and more widely used throughout the medieval era. This formation is basically a long wall of men with there shields raised and there shields overlapped to make the formation tight. This formation is not the most complex but it didn't have to be since this would be used to fight a groups of charging enemies.

The Circle

The circle is a less used formation since its only used by small groups of men about 6-8 and not by an entire army. This formation is used in times of confusion to defend mainly against cavalry the formation is the men standing back to back in a circle to improve battle field awareness.

Deep Columns

This is also a less used used formation this is where an army would have columns of men. This would be more effective than the normal wall formation as it would be able to withstand more attacks from the front but this formation would be easier to flank as it would be thin. 

These are the main formations for medieval armies. This is mainly because armies in the medieval times were not the most disciplined so the key to victory for most armies was to hold the line. It was often considered a disadvantage to attack first as the charging army would be running into a wall of swords and spears. In my trailer i will most likely have an army charging and one defending as it would be more historically accurate.

Monday, 29 April 2013

Music Change


Music

A few posts ago i spoke about the music i wanted in my trailers but after more thought i have decided i wanted to make my gameplay trailer a little less serious and more fun than the others and becuase of this change i have been looking and listening to some music that would be good and after much thought i have decided that Back in Black by AC/DC would be a good choice for this as its a very good fast song that will go well with action with a bit of humour in it as well because of the actual song choice.

Races and Lore


Races and Lore

Since i am using the skyrim creation kit i will have access to the different races in skyrim so this provide a good history and lore about why these battles are happening. so i have written up some basin initial lore pieces for each race i have chosen to include. The races i have chose are Humans, Orcs and elves and these are the first lore pieces.

Kingdom of Engias

(Humans)
Humans are the youngest of the 3 races in Midgard. They were originally in small nomadic people who relied on farming and hunting to survive on the outskirts of the orcish lands but a rapid increase in population forced them to take more land and they slowly began taking more and more orcish land. Years past and the humans had converted from a simple people into an army and people of brave fighters loyal to there leader. Eventually the orcs and humans descended into war but from pure numbers the orcs were continually pushed further and further back and eventually into the sea and away from there homeland forcing them to inhabit a small group of islands off the coast. Which are now known as the Orc Islands. Now the humans were more advanced it wasn't long until they turned the orc lands into a glorious capital after they did this humans continued to spread across the all the land and quickly all orc influenced land was human. The orcs still have a bitter resentment towards humans and this often results in small conflicts between the races as the orcs still want to reclaim there lands but the the human empire has almost unmatched might.

Kingdom Of Aquano

(orcs)
Orcs are of of the 2 elder races in Midgard. Before there lands were taken from the humans they had a prosperous land full of good farm land and plenty of animals for hunting. But orcs were not a civil people. Outbursts of violence was common. Orcs lived in tribes and the leader was often chosen by trials of strength the stronger the leader the larger and more powerful the tribe was in turn allowing them to gain more land for themselves. When the humans invaded the tribes had no chance against a fully trained human army even though one on one humans would lose against an orc but with such overwhelming numbers orcs could not win and this is when all orcs began to flee to the orc islands. After much dispute and fighting there is now only one ruler for the orcs allowing the orcs to be lead like an army with more effectiveness which isn't good for the empire.

Kingdom Of Afrina

(Elves)

Elves are the oldest of all the races. Elves are a very cultural people who have great knowledge about the world. but this does not mean they cannot fight as every elf must train with one weapon from a young age. There are 2 types of elves in Afrina the Light and Dark elves who worship the natural life cycle of life and death the Light Elves wordhip life and the growth of everything living and the Dark Elves worship the end of life and worship the natural death of all living things they worship this because Elves believe that the world will fall into chaos without the natural cycle of life and death. Light and Dark elves both live together in there capital and can almost be classed as the upper class of all the elves. Then there are the woodland Elves who live in the Forests all around there lands who don't have a great belief in the natural cycle they prefer to just live in nature and keep to themselves. Woodland elves are very close with there camps and often the only way to join is to be born in it is very rare an outsider has joined a camp. There is no anger or tension between woodland and Light and Dark elves they can trade and in times of need help each other they just prefer different lifestyles. 

 

Tuesday, 23 April 2013

Music for trailer


Music for Trailers

The music in a trailer is one of the biggest parts of how you want your trailer to be like its general sound, look and feel its all affected by music if you want a good trailer about a soldier fighting impossible odds you don't wanna have Nikki Minaj screeching you a stupid hoe in the background so here is my thoughts on the music of my 3 trailers.

Originally i was only doing the one trailer and had tried to find music before and i ended up liking castle of glass by Linkin park it had everything my trailer wanted for it since i wanted to put a story to my trailer not just meaningless shots of fights i wanted the viewer to have a sense on story and this song could carry a story it had happy moments in the song and sad moments it also had fast paced then slower moments which was awesome.

when i got back to college and re thought what i wanted to do i realised i would have to have better music and not just use a song and in my research i found a band named Two Steps From Hell now even though they sound like a very heavy rock band they actually make soundtracks so right off the bat they made songs that were made to be put on films and games. After listening to a few albums i found the one perfect for my trailers it was there invincible album which had a very war like beats that you can real feel a range of emotions from by just listening i knew this album was the one i needed. So i decided to sit down and write about what i thought about every track this is my notes which led me to make my final decisions about the music i wanted

Freedom Fighters

It had a good slow start and build up, it made you feel a sense of wonder. It had incredible vocals and a good breakdown.

Heart Of Courage

Had an amazing start with very good drum beats which emphasised everything else. It had some great moments where the music got faster. the violin mixed with vocals was great. and it used silence very good.

Master of Shadows

Had a great start with violins and good use of drums for the underlying beat had a slow build up but got very repetitive. was maybe stretched out too long and got too boring for any of the trailers.

Moving mountains

Good start it sounded like a fable game mixed with a kingdoms of amalur game. But after that it sounded too menacing for the type of trailer i wanted

Am I Not Human

The start was OK but the song sounded too electronic so there was no real feel of a great medieval battle.

Enigmatic Soul

This song had the same problem as the the one before had too much of an electronic feel to it.

Fire Nation

It had a very good slow start with a violin and later on the song mixed with guitars and sounded very good but the song never really popped and got really exciting.

Black Blade

The Beginning wasn't very good but it got a lot better when the heavier faster beats came. It reminded me very much of a song that should of been in a pirate film but it did show a great sense of adventure throughout.

Super Strength

It had a very good war drums opening but began to sound sinister the song seemed very random and had no solid form i didn't really like it.

Invincible

It had a great fast paced start and sounded amazing with violins. This song could easily carry a story on it. When the heavy overpowering drums came in i knew this was an amazing song. The song continued to get better and better since vocals also came and and they improved everything about the song and gave it a sense of struggle it also gave out a strong sense of hope. This song is very good perfect beats all the way through.

False King

The opening was vocals mixed with a piano and it sounded very very good this song also gave a sense of a struggle. When the guitar came in it added alot of pace to the song which came along at the perfect time which added a sense of a huge battle. the song was repetitive but not one part got boring and the small 10 second tune at the end of the song was perfect add on.

Hypnotic

This song was really repetitive and i didn't really like the song at all.

Fill My Heart

 This song seemed too much of a love song to be in an epic war trailer but the song was still good just not right for the scenario.

Protectors Of The Earth

very good building up start with amazing violin work which made you feel a sense of honour like you was a Knight doing his duty which was perfect for what i want. The vocals in this song were very good and the drums added a lot to the song. this is another song that could also carry a story. the song ended very suddenly which was very good.

Velocitron

The song seemed too sinister and i didn't like the song that much.

Undying Love

amazing start it makes you feel a sense of greatness and broke down very well but the song didn't really turn into a war song it stays a little too slow which is ashame. 

1000 Ships Of The Underworld

This song also feels very pirate like with its use of bells throughout and general sound.

Tristian

The song was only OK all the way through there was no real amazing moments in the song.


Breath of Rag Nor

Sounded very far east like i didn't really like it that much.

Infinite Legends

The start was very good and the song gave a sense of innocents and heroism. There was some great violin work in this song but the song never got fast enough.

To Glory

Very good intense start of the song which was very good the song portrayed a sense of honour and glory. the use of drums and vocals was very good and gave a very good war song feel to it. and the small tune at the end of the song was perfect to add.

After the Fall

The start was very good had a mix of vocals and violins but the song gives you a feel of a struggle or battle being over not a in battle sound.this would be perfect for a song after a battle or in the credits of a medieval war film.

These were my initial notes from me listening to the album and from these and more thought i found 5 song that i had to decide between which were

Heart of courage 
Invincible
False king
Protectors of the earth
To glory
 i will have to go away and listen to these songs more in depth so i can decide on which ones.

and just to show i didn't write the notes off the top pf my head straight onto the blog here are my original notes 
.

   

Tuesday, 16 April 2013

MoodBoards


Mood boards

I have created 2 mood boards for this project one for the time period and buildings and another for the type of battles i want here is the building mood board


as you can see my inspirations are very medieval with influences from games like Fable and real life Tudor houses. I think i should chose an era that i enjoy so my work will reflect it and i wont get bored of working on it.

And from this mood board you can see that i want my battles to be like huge medieval battles so there is a lot going on and everywhere the player looks. The aim of a trailer is to catch a potential buyers eye and you need that to be exciting through a number of ways like epic music and epic battles which i will try to do but first i must research different types of trailers not just games but films.







 

LAST PROJECT


Last project

Since we are now in our last project we will have the choice of what to do. Obviously I will be doing engine work. but after thinking over the 2 weeks Holiday we had i decided i wanted to instead of just a map i will also like to do a cinematic trailer to go with the map i plan on doing this all in engine then editing it afterwards. So every post from now on will be about our final project.

Friday, 8 February 2013

Project 4

Project 4 brief

We have been giving a new six week long project the objective is to work in groups like the last and to make another level but the difference is that we now have to make the level in a new engine called construct 2. This basically means the designer will have to learn a new engine.  

Sunday, 27 January 2013

voice acting

 

Voice Acting

 
As in other posts you have saw the script i have wrote to be recorded and put in the level but as we began to record the script we soon discovered the difference between people who have never done voice acting before and the pros we only managed to record a small portion of the script basically the first few conversations between the father and his daughter. But with the dialogue being that bad we decided not to use it as it would take away from the games experience where if something dramatic happened in game the reaction from the player would have been wrong and good voice acting is a huge part of a story for a player to get involved in and this is why we decided not to use voice acting in our level.

Friday, 25 January 2013




As i said before in the functions of kismet and matinee this is the best example of how you can animate lights and skeletel meshes as you can see i animated the lights to fade and change colour every time they light back up while the skeletal meshes dance

Functions of the game engine in this project

Game engine functions

 

throughout this project i have been importing, adding materials, bringing my own sounds into udk and generally bringing in everything so in this post i will tell you the methods of how i did this

Importing static meshes

Now most of this will be an artist who would actually make the item in maya, texture it and then give  it the mesh file will be a fbx file to me but i will just talk you throught the way we did it in this project. we imported the items in this project by giving the mesh and its texture separately ( the texture was a psd file from photoshop) once i had it on my usb i could start to import i began this by making a new package for my new project so that they would all save properly after that was set up i  clicked the import button in the content browser found it in my files and selected it to import and it was that simple the only thing to do after that was to import its texture which you would do the same way but you cant add textures to meshes in udk so we had to turn it into a material which is simply done by right clicking on the texture selecting create new material which will make the texture a material so it can then be applied to a mesh this is a very important function of the engine because of the obvious reason that if the engine couldn't do that you would only have already made items which all like sci-fi/grunge so not good if you have any other setting. if you was using and engine like soucre then you would have to use the file type SMD which is more complicated and takes more time but udk has a very simple way to import.

Lighting

Lighting in udk in its most simple form is very easy to grasp as all you have to do to put a light in your game is to hold the L button don't and left click and then there is you re light. When you want to start making more creative lights you cant have a normal white light so udk allows you to easily change the colour, brightness and radius of the light by simply clicking on the light and then hitting F4 to bring up its properties where you can change them all which even a beginner can use this makes lights in udk very simple and effective things for level designers you can also experiment with the colours and brightness of them since it is very simple to understand. When normal lights dont do the job you can animate you lighting to fade in and out to change from colour to colour and even move around the player for this you need a light that is toggleble this basically means you can animate the light you can change a normal light into this by selecting the light right clicking and converting it to a toggleble light. Lighting is a huge part of a game and udk has very good lighting systems that a beginner can use on there first map and a pro could use on there very advanced map and for my level which was a horror level atmosphere is everything so the lighting is key and the engine is that good it easily did what i needed it to to create a dark candle lit atmosphere.

Kismet

kismet is an amazing function that is with udk kismet is what basically makes a game work if there was no kismet you could still make a good level but there would be no animation which would mean no doors would open no npc's would move nothing would really work so kismet is where you set up all of your triggers which will open doors let you pick things up and let you put things in you re inventory it is a huge part of udk which is extremely useful in making an amazing level that will be immerse so that actions will happen around the player. kismat was a huge part of my level i had to have tables move barells roll books to be animated and sounds all this was dont through kismet so could you picture a horror game where nothing moved around you where nothing ghostly was really going on it would be a bad game.

Matinee

Now matinee and kismet really go hand in hand even though kismet lets you see things move the actual animation is done in matinee simple things are done in here like adding a running animation to a skeletal mesh to make him run to a certain place and making an animation for a door to open these are the types of things done in this part of udk but none of these animations would work unless you didn't connect them up tp all your triggers that are in kismet matinee and kismat are easily 2 of the most important thing in udk to make a good level.

Skeletal mesh

Skeletal meshes are basically anything that would be able to walk like a human or animal it is anything that would have a skeleton now in our level there was never going to be any skeletal meshes in the level but i had a little spare time on the day so i decided to put a little easter egg in our level which was a room that was previously locked i took 3 skeletal meshes animate them so they would....erm..they would play the...pelvic thrust animation so it looked like they were dancing while i was doing this i might as well take it further and add music and lighting (as you do) so as the skeletal meshes were practising there pelvic thrust i added lighting and animated it in matinee so it would start off white light then fade away and as it lights up to be a blue light then red so it was like a light that as it dimmed changed colour i also set this to loop so that it never ended and then i added music that played as you walked in the room this is also a good way to show the variety of things you can do in matinee. 

Music/Sounds

importing sounds is the same as importing everything else click import in the content browser select and import but the sound will come in as a sound node wave which are great for background music but cannot be used for things like a door creaking sound since it would play contstanly so you need to convert it to a sound cue so it will only play once and play when it has been told to you do this by right clicking a space in the content and creating new sound cue double click the new sound cue icon and in the sound editor connect the sound node wave icon and connect it to the speaker. Sound in a game is one of the most important things that create atmosphere and even though udk did not have the sounds i wanted it was very simple to import and use them in the level.

The udk engine is a an incredible engine that a beginner can use and that a pro can use the engine lets me do a lot an d i will only learn to do more the more i use the engine           

Saturday, 19 January 2013

final thoughts on level

My Final thoughts on the level

 
 
I think that the team of me and 2 others have made a very good level in terms of its looks and it being an entirely team made project by that i mean we used all each others work to make them the walls,floor and everything else was all made by the artists in my group and they both produced very good items for there first time making such items and i also. I think that our level is also very good for a very first team built level working in groups and very good that this is our very first level design project.
 

Over Thinking

I think that for our first project we may have aimed too high in terms of what we wanted the player to do what the story was and the items we said we could make i think that we forgot the core word of this project which was to make a LEVEL of a game and not the game i think we shot for more of fitting an entire story into just one level which isn't really possible examples of this are things like story's and scripts i personally wrote and made for the level i think that i got caught up in thinking that this a full game and not a level to show our design skills
 

Conclusion

In conclusion i think that the team has made a good game with a fun and most importantly a playable level that did stay true to what we wanted in the first place which was a type of amnesia inspired feel. We did at points get caught up in trying to turn thins level into a game which was a bad mistake considering we only had 6 weeks for this project and even worse the first few weeks we couldn't really save our levels without all of our artist made items not being saved essentially leaving designers that had entirely artist made levels so work couldn't begin straight away but this problem was fixed as soon as it could of been so work could begin but i think we have done very good on this project i think we have made a level that will be very enjoyable to play.

Cut backs

 

Cut backs

Due to various reasons over the project i haven't had tome to fully complete the level so when playing the game there may be doors that say they are locked but are actually empty with nothing in them due to time or not having the assets and now instead of having an upstairs area i have decided it would be easier to have a corridor leading to a master bedroom

level design evolution

 

The evolution of our level

like every deign process there is an evolution that will happen to come to the final product this can come across through different things from reasons like the level would be improved by having this change in its layout or changed smaller due to lack of time with our map we have both of these reasons
 
Like most designers who are given a task to make something that actually exists in real life to make it more realistic and ratable i first looked at plans of real schools like this
 
with all these new designs and idea i began to make my own designs from these pictures i leaned that schools are not the most diverse shaped buildings in the world with most the rooms square or rectangular with the entire building following the square rectangular shape this did make it easier to make since it wasn't hard to start sketching simple buildings with square/rectangle rooms
 
Now this was my first simple design of a school even though its not labelled i did have ideas where most classes and the courtyard would be placed but i just didn't feel that this design was very good so i moved on

This was my next design it was a little more diverse but the way i would of set it out i don't think would of made a good level it seemed to linear where you could walk from one end of the level to the other without having to turn so i moved on from this design
 
This was my nest design i felt very happy with the way this level would be set out i thought it was pretty diverse in terms of placement of rooms there was lots of corridors and corners perfect for a horror game so there was lots of places to have moving/falling items the player would see out of the corner of there eye along with this level i included a basement area and an upstairs bedroom was added this may seem strange but between the time of this and the last designs our team has decided to turn the level into a boarding school so the school would of needed space for its supplies and food like a basement/storage area and it would of also needed bedrooms.
 

This is the plan for the basement i chose to use a simple design with 3 rooms with all different purposes one to hold supplies like crates/ barrels one to hold beds and another to hold all the broken equipment like broken tables and benches.

this is the plan for the bedrooms they are also very simple one room for girl rooms opposite room is the boys room and the one at the back is the headmaster room
 

 




 

research for assets


Research for all assets

To show that i did research all of the items in my map so that they were accurate for the era i found pictures for most the items that needed them like walls, inkwells etc things like tables didn't really need research since they would really be just standard wooden tables
 

Walls

i had to research walls because in Tudors they had certain looks to there building as in every era so i found pictures as reference for my artists




These are some photos i show to my artists as reference for the walls in out Tudor level
 

 

Ink Wells

 

Ink wells also needed research so i also found pictures for my artists

 
 
These are some examples of ink wells that my artists used as reference as you can see Tudor era inkwells are generally the same shape and design with maybe more expensive ones made of glass and cheaper ones made of wood as you can see above.
 

Benches

We had to research bench designs just to be sure what they looked like in that era so not to make mistakes  
 

as you can see the benches tend to stick to the same design the only big variation other than this is a bench with a back rest but we decided to use ones like these for our level on the grounds that ones with backs may have been more expensive and that it would be easier and faster for artists to make them. Also the only difference between these type of benches are they all have different designs on there legs so artists could be creative in there making.
 

Bookcases

In our game it will be set in a school and like almost every school it would have books so we then realised we also had to make bookcases we researched types of the era bookcases
 
As you can see like many things they are all very similar giving the artists less room for there own creativity but it does give them a specific object to work with but with this there is less room for in-accuracies
 
These are the main assets that needed research for our artists  


 
 

 

Thursday, 10 January 2013

Script For The Group

Script

Over the Christmas holiday I worked on the script for our level. I wrote a script that i wanted the player to feel was realistic and what a person in the players position would say. I aimed to make the dialogue touching so the player can really connect because i believe that bad/cheesy dialogue can ruin a story for a player so I kept the script as genuine as possible. I believe the script really portrays what its trying to do and that is to show a man fighting against a Un-holy evil so he can rescue his daughter that he has been desperately trying to do and this is why i hope the player will connect with the script and make the overall game play more enjoyable.

Scene: school entrance the lights are dark.

Player: Something isn't right here theres know one around

(Player walks through doors to see bodies mangled lying on the floor)
player : What happened here ? I must find Bethany
(player finds one of Bethany's books)
player: hmmm this looks like one of Bethany's books i better take it in case it gives me any clues about where she is
(Player picks up book)
player: this book it feels strange to touch
Bethany: DADDY IS THAT YOU ?
player: Bethany is that you h..how are you talking to me
Bethany: Daddy I'm lost i don't know where i am please help me
player:Daddy is going to find you Bethany just tell me where you are and i will be there
Bethany: Its dark daddy i cant see
player: just try to see Bethany try for daddy 
Bethany:.....
Player: BETHANY
Bethany: (strange voice)....It all began in the place of knowledge where all the books lie
player:Bethany what are you talking about ?
player:what did she mean the place of knowledge?
player:hmm my best chance for this is to check the library for clues for Bethany

(Enters Library)
player:ahh this must be the library i should look around
player:(after picking up a dark book) what is wrong with this book i feels its darkness every second i touch it
Bethany:Daddy is that you
player: Bethany where are you
Bethany:(strange voice) go to the place where the language is universal there will be 3 crosses there turn them upside down if you want to find me daddy
player: a language universal....she must be talking about the language of numbers i better find the mathematics room

(Enters the mathematics room)
player:this must be the mathematics room i just need to dins those crosses now
Bethany:(Strange voice) well done father 
player:what....whats wrong with you Bethany that's not you speaking
Bethany:daddy hurry i feel strange
player: i have to find her but where do i go next
Bethany:(strange voice) ahh good question father go to they place where you learn the most about your kind there you will find candles on the floor light them 
player: where i learn the most about our kind what do you mean ?
player: the only other classes around here are science i suppose i should check them for the candles

(Enters science room)
player: ahh there are the candles i should begin to light them 

(Lights candles)
Bethany :(strange voice) ah that's it i feel my power growing more mortal MORE
player: who are you YOU ARE NOT MY DAUGHTER
Bethany:I'm feeling better now daddy you must be closer hurry i love you daddy
player:daddy's coming Bethany i love you too  Bethany
Bethany: go to the basement turn all the crosses upside down like before hurry
player:i better head there now
(Enters basement)
player: this has to be the basement now just have to find those crosses
player: who's the other voice talking to me telling me to do this strange tasks never the less i Will have to continue the voice is the only thing leading me to Bethany
(turns crosses upside down)
Bethany:(strange voice) ahh well done but there is one last task you must complete before you can be given what you desire 
player: so i will get my daughter back if i do this you will let her go ?
Bethany:(strange voice) the door that leads you upstairs is unlocked now go
player: ok but you better not hurt my daughter 

(Walks upstairs)
 player: now what do i do ?
Bethany:(strange voice)there is one last task i require from you human go to the master bedroom and everything will be clear

(enters master bedroom) 
  
player: BETHANY ! can you hear me (begins crying) my little girl I'm so sorry i was too late to save me just please come back to me
player: WHY... why would you kill her 
strange voice: look at her mortal this girl has been here for months she has been dead just as long as the other corpses in the place..... i should know i killed them all
player: but.... she was talking to me 
strange voice:(laughs) i thought it was convincing too
Bethany:(strange voice) help me daddy help me (laughs) i love you daddy (laughs)
player: you're a monster
strange voice: no mortal i am much worse than that but like i said there is one last task i require... a sacrifice 

(Lights blowout)
player:what...what are you doing 
strange voice: what i said i need a sacrifice
player: what...no.. get off me AGHHH
player:(screams)

(silence)

Demon:... welcome to Hell (laughs)