Vanishing Point 2.0 Game Macro
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RoomEMOTIONDESCRIPTIONPLAYER GOALSDESIGN GOALSBSBaCTW
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StBo NEW MECHANICSUNIQUE ASSETSDESIGNER
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Introduction / Get DeviceWhere Am I?Rose/Daisy's Dorm Room. Rose recieves Outlook DeviceUnderstand the fuction of buttons and how they can effect & interact within the worldEstablish story and rules for movement. --Buttons, Battery, Crouch, & WaterNone
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Act 1: Room 1OOO What does this device do?A series of hallways leading to a front desk reception area and some patient wards. Learnining the basic scaling mechanic and applying it to the sorrounding Introduce scaling objects up to create vertical movement, scaling down batteries to fit into receptacles. --Scaling :)
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Act 1: Room 2Wow I can do that!Some side corridors blocked by locked, scalable doors. A chasm in a large room with a scalable block and a battery hidden in side closet. Learn uses of scaling mechanic in horizontal space. Introduce scaling objects down to remove obstacles. Scale object up to create bridgeCrouch
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Act 1: Room 3DiscoveryPlayroom with a seesaw and a bookcase by the wall and a battery receptacle high up. Bookcase hold secret door to inner Facility, which is marked by a special landing with the first Sticky Wall. Introduce seesaw (or alternative escalation mechanic) Introduce two of the first Mechanical Objects and teach the player simple ways to use them.
Sticky wall and see saw
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Act 2: Room 1Cerebral Challengepuzzle introducing trampoline. learn how to use trampolinesIntroduce the Trampoline feature to playertrampoline
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Act 2: Room 2Cerebral ChallengePuzzle utilizing blowy ventlearn to use blowy ventsContinue use of trampolines, introduce blowy vent featureblowy vent
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Act 2: Room 3Cerebral ChallengePuzzle introducing sticky wallslearn to use sticky wallsContinue with trampoline and vents, introduce sticky wall featuresticky wall
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Flooded Simple Rube GoldbergA flooded room, where the player must navigate across the water to reach the door. The door will be controlled by a button inaccessible to the player, so they must put together a small Rube Goldberg type piece of machinery to press the buttonThe player should learn that they can make use of objects in other ways besides just traversal, and can combine different mechanics in interesting waysTeach the player to use objects in different ways, so that they can achieve a goal they would not be able to reach otherwise----Mathew
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Timed Rube GoldbergA room where the player must put together and use a machine to activate the ability to progress, limited by the fact that activating the button will only temporarily open the door, requiring timing by the playerThe player should expand upon their knowledge in the previous level, using different mechanics to achieve a similar goal, so they learn more ways to make use of their abilitiesExpand on the previous level's introduction of creating machinery with the mechanics, in preparation for the final puzzle------Mathew
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Complex Rube GoldbergA puzzle consisting of all previously used mechanics. The puzzle will be a giant piece of machinery where the player will have to place objects in the right spots, set up missing parts of the machine, and then run the machine successfully to open the door to the next roomMake use of all knowledge accumulated over the course of the game to solve a complex puzzle that will allow them to progress into Suresh's officeCreate a complex, multistep puzzle that incorporates all previously used mechanics in a Rube Goldberg type puzzle whose successful assembly and completion allows the player to advance to Suresh's Office and the End Game scenario---------NoneMathew
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Suresh's Office / End of Game
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BButtonA button (wall, ground, tower) that triggers something somewhere else in the room
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SScaleThe main scaling mechanic
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WWaterWater, which some objects float on and the player can swim in
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StStickyA sticky surface that objects can be stuck to
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BoBounceBouncy objects / A bouncy surface that bounces objects thrown at it
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BaBatteryThe battery into a circuit mechanic
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CCrouchThe crouch mechanic, to traverse through vents or narrow, low passages
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TTimedAn action a player takes only triggers something elsewhere for a short period of time
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BWBlowy VentsVents that blow out air. If the player puts a platform on it, the platform will be elevated. If the player jumps standing on this vent, they will jump higher.
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