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Bulb’s Escape

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

Main Game Mechanic: electricity powered gravity defying boots!

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TEAM 8

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Gameplay: the Escape

The Gravity Boots

Bulb’s Origin

Bulb’s story

The intern was the last of the science team to leave the laboratory, but they forgot to turn off Bulb for the night. With only the surveliance cameras keeping watch over the labroom, this might be Bulb’s chance to escape the lab.

The latest technology that scientists are working on are some electricity powered gravity defying boots.

Bulb is a lab-made electrical creature used to power up and experiment with new technologies.

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Can be communicated using still illustrations and text.

TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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STEP 1: GET DOWN THE DESK

Gameplay:�Escape

Obstacles:

  • The cameras’ cones of view surround the floor around the desk
  • The height of the fall from the desk would break bulb

Solution:

  • Create an opening
    • Jump over objects/platforms to reach the closest camera
    • Interact with the camera and expend energy to break it
  • Create a path
    • Push or pick up & drop objects down the desk to create a “stair” to jump on to reach the ground

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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STEP 2: REACH THE GRAVITY BOOTS

Gameplay:�Escape

Obstacles:

  • The cameras’ cones of view surround the gravity boots
  • The shelf on which the gravity boots are stored is to high

Solution:

  • Create an opening
    • Break one of the camera (same as step 1)
  • Create a path
    • Push or pick up & drop objects to use as platforms to reach the boots (similar to step 2)

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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STEP 3: DESTROY THE SURVEILLANCE CAMERAS

Gameplay:�Escape

Obstacles:

  • Cameras
  • High places to reach

Solution:

  • Create an opening
    • Break one of the cameras (reach them using your boots)
  • Create a path
    • Push or pick up & drop objects to use as platforms to reach the ingredients (similar to step 1&2 but this time utilizing the boots too)

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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Player Movement

FEATURES

  • Moving left/right/forward/backwards in a 3D environment
  • Jumping

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

The gravity modifying boots idea builds upon what has already been done to create the jump mechanic.

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Charges

FEATURES

  • The player has a fixed number of initial charges
  • The player can increase their max charges
  • The player recharges of X amount every Y seconds
  • The electrical charges are the player’s resource

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

The gravity modifying boots idea builds upon what has already been done to create the electricity charge mechanic.

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Charges: how does the player increase them?

FEATURES

  • The player use a Simple Interaction to interact with an electric lamp
    • The “Init Max Charges” will increase of X
    • All Charges will be restored
    • The lamp’s light will be turned off
  • The player cannot use the same lamp to recharge twice

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

This is Option #1: we don’t change anything about how the re-charging works, we just add the lamps to increase the max charges

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Charges: how does the player increase them?

FEATURES

  • The player use a Simple Interaction to interact with an electric lamp
    • All Charges will be restored
    • The lamp’s light will be turned off
  • The player can use the same lamp again only when its light turns on again after X amount of time

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

This is Option #2: we remove the Charge Recharge Rate and the Max Charges remains the same throughout the game

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Charges: how does the player increase them?

FEATURES

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

This is Option #2: we remove the Charge Recharge Rate and the Max Charges remains the same throughout the game

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Gravity Boots

FEATURES

  • The boots can be equipped
    • To equip the boots the player uses a Simple Interaction
  • The boots have 3 gears
    • Gear 1: a small decrease of “Int Gravity Multiplier Value” and a small increase of “Int Jump Height”
    • Gear 2: a medium decrease of “Int Gravity Multiplier Value” and a big increase of “Int Jump Height”
    • Gear 3: a big decrease of “Int Gravity Multiplier Value” and a big increase of “Int Jump Height”
    • Each Gear requires the player to expend X amount of Charges (Gear 1 < Gear 2 < Gear 3)
    • The effects of each Gear last only for Y seconds (all the same)
      • This should probably be displayed in the HUD as a decreasing bar

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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Gravity Boots

FEATURES

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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Gravity Boots: why should we implement them?

FEATURES

    • We already have a 3D environment and a jump, so it is worth to build on these elements and make them more engaging for the player.

    • We already have the Electrical Charges as a resource, this is a way to use this resource in a more active way.

    • This game mechanic affords a more free form playstyle: the player can enjoy messing around with it while navigating the environment.

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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Cameras

FEATURES

  • The cameras are static
  • The cameras have 2 states
    • Turned on: their initial state during the Escape
    • Destroyed: their final state after the player electrifies them
  • The cameras have a cone of view
    • Staying in the camera’s cone of view for more than X seconds is a fail state: the player is brought back to the last checkpoint.

    • We can use the cameras as the main environmental obstacle: the player has to reach the cameras to break them.
      • Reach the camera: navigate the environment using the Gravity Boots and by pushing objects around
      • Destroy the camera: by spending a small amount of Charge with a Simple Interaction.

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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Cameras

FEATURES

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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Cameras

FEATURES

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

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THE LAB ROOM

FEATURES

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

  • The level/room/scene has 3 areas:
  • The desk: the starting area, which is also where the pot with the electric hotplate is
  • The shelves with the gravity boots
  • The second room with platforming along the walls
  • The cameras placed around the room/level/scene are meant to be removed by the player
  • Around the room/level/scene there will be lamps used to increase the max charges of the player
  • There will be checkpoints around the room (suggested: after each destroyed camera, after each lamp used, after the collection of the boots)

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THE LAB ROOM

FEATURES

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Programmer)

The lab room’s level design will include the desk

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Step 1

WHAT TO�DO FIRST?

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Proggrammer)

  • Finish to implement the features that we started
    • Cameras and cameras cones (this time with no detection meter, either you are detected or you are not)
    • Charges & charges bar
    • Build on these features
    • Lamps used to either option #1 increase the max charges or option #2 recharge the charges
    • Gravity Boots

Step 2 (can be done while doing step 1)

  • Create the lab room for the Escape

Step 3 (after playtesting the Escape)

  • Polish

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After we have our base game, here is some fun stuff we can do to add to the freeform element:

MORE FREEFORM�CAOS

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TEAM 8

Thim Daniel Hansen (Producer), Laura DeCarli (Game Design Lead), Emma Kirk Jeppesen (User Experience Lead), Rasmus Højmark Falden (Tech Lead), Alexandros Anemiogiannis (Programmer), Ezequiel Padillo Molina (Proggrammer)

  • Breakable glass objects that can be pushed around
  • Radio that can be activated with a simple interaction to play music
  • Fan that can be activated with a simple interaction to move light objects around
  • Computers and other electronics that can be broken with electrical charges
  • Writing the wrong password on a computer by stepping on the keyboard -> thus blocking the PC for more and more time after each failed attempt
  • Etc.