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CPSC 4160 – 6160 / Escape the Clutches

Kevin Blinn & Grayson Whitaker

Game Description

Step into the shoes of Detective Callum Graves as he uncovers a chilling conspiracy surrounding the Infamous Family. As you investigate the sinister research facility and shadowy family ties, you'll encounter gruesome discoveries, twisted experiments, and a dangerous adversary desperate to reclaim their lost patient.

The object of the game is to collect pieces of evidence against the Infamous Family. Your goal is to find these pieces of evidence around a large map without getting caught by the enemies. Once you find a piece of evidence, you must pass a Skill Check to pick up the evidence but make sure you have enough time because you can get caught if you’re not careful.

�After collecting all the evidence in the first room, you need to move on to the next room. The second room will have more items for you to collect before you can escape. ��After collecting all pieces of evidence, you must make your way to the exist. If you make it, you win the game. If you get caught anywhere along the way, you will lose.

Game Mechanics

The gameplay revolves around collecting evidence will avoiding the AI enemies who are constantly trying to case you. To successful pick up all the evidence, you must make enough space between you and the enemies so you have enough time to pick it up. ��Key mechanics include boosting, where players strategically activate speed boosts by walking over a speed boost vile. This should give you an advantage to gain some distance between you and the enemy. ��Lastly, the map is filled with large objects that you can use to manipulate the AI movement. Need to gain some distance or go in a certain direction where the AI is? Move around on of these objects to change the AI’s direction.�

Technical Description

Escape the Clutches was programmed in Pygame which is a version of Python. This game was meant to be played on computers that can run the Python file.��Core Modules�Game Loop: Manages game states (menu, playing, etc.) and frame updates.�Input Handler: captures keyboard input for movement and actions�Event Manager: controls in-game events like QTEs and level transitions�Player and Enemy ModuleControl and Physics: smooth acceleration/deceleration for movement; basic physics for jumping and gravity�Enemy AI: patrol and chase behaviors, straightforward difficulty progression (e.g., speed increases each level).�Items and EnvironmentCollectible and Doors: If the player has a keycard, allow door access, if player has evidence, allow escape.

Controls

The player will you the Arrow keys to move the player around the map.�Up Arrow - Move upward

Down Arrow - Move downward�Left Arrow - Move Left

Right Arrow - Move Right

Game Limitations

Future Work

Future iterations might incorporate more expansive maps and new enemies. We would also like to build on the story and expand this universe. ��We would also like to add more power-ups so that the player has more utility to use against the Infamous Family.

Game objective

Game Screenshots

The player will also be tasked to pick up evidence around the map. To pick up the evidence, the player must pass a Skill Check when they interact with the item. To pass the check, the player must hit the Spacebar when the red line is in the white zone.��The player can also pick up Speed boost when passing over one of the viles.

A couple of game limitations we have are the graphics and AI behaviors. Our game is a simple 2D game with simple mechanics. This may cause players to think that our game is too simple. �The difficulty of our game is also an issue. It’s hard at first but once you learn the mechanics, the game becomes pretty simple. The AI can be easily beat just by learning the pathing. We would like to build upon the AI so it’s a little more difficult to face