Showing posts with label Puzzle Design. Show all posts
Showing posts with label Puzzle Design. Show all posts

Sunday, 16 October 2011

Defib puzzle thingy test

I wasn't sure what you meant when you wanted the graphics for the defib test, is this on the right track?

Thursday, 6 October 2011

Front View of Defib

As requested, here is the front view of the defib!



I am also working on Kemi's phone and it is being based off the video camera phone from FFVII: Advent Children.

Thursday, 15 September 2011

Defib puzzle rambling

I'll copy/pasta from my previous comment:


I was just thinking about the defib puzzle couple of days back.  Instead of having a close up of Kenny's chest I was thinking about Yu having a momentary flashback to one of his medical textbooks in how and when to use the defib.

You would need to turn on the defib for it to charge. In the meantime, you'll need to attach the pads to the right area of the chest.

There will be a diagram of a person and players would need to attach the  pads to the right place; possibly by trial and error?

Once they're attached, the defib analyses whether the person needs to be administered a shock (shockable rhythm or not) and will be shocked.  Maybe you need to hit the button when the needle points to shockable and you can't miss? Mike, let's discuss this puzzle nearer the time.

There is a time limit to get the patches right as well as administrating the shock.  I was thinking that the longer it takes for players to get it right, the visuals will start blurring/decaying and Yu will start having flashbacks from that day in A&E along with warped/creepy sound design.

If you fail this flashback scene, Yu has another mental breakdown and Kenny dies.  Actually this'll be a good narrative branch that we could possibly expand on for the full version.  Hmm let's keep it simple for now and just make it have a game over scene.  It'll be cool if the result this puzzle has an actual effect on the story though!

Anyway, that's my rambling.

I've added a 'Puzzle Design' tag and will go back and re-tag a few posts.

As an added bonus, I was re-playing the Edgeworth game and I took a few pictures:


This was literally Mike's reaction to reading the Korean horror comic. No joke.


This is similar to what I had in mind for having two characters on screen so it makes it quite nice to see both character reactions to certain statements.


Ema Skye is back! And she reminds me of Kemi :3



Lol.

Tuesday, 23 August 2011

Creepy Experiences & Puzzle Ideas

A compilation of ideas in which I forgot to post so I'll type them up now from my sketchbook! May not make much sense but it's up for everyone to look at at least:

Creepy Experiences:
- Chatting w/ Kemi: she gets creepier and creepier with each visit at the mental hospital.  Through the phone, then tv which gets distorted over time.
- Door knocks but no one is there.
- Swinging rope sounds followed by a thud *mental hospital
-Calling out to someone in the distance but they don't acknowledge you - unnerving.
- Disappearing carriage idea.  DONE.
- Locked door, creepy voice asks if you want to enter.  Use the mic to answer / knock on the door to answer.
- Moving toy (Robbie the Rabbit idea).
- Abstract entity that chases you, block the door somehow? (Think about the candles used in SH4)
- Drowning - time limit.
- Resi4 - Play as Ashley.

Puzzle Ideas:
- Mouse = flashlight
- Decipher code - Kemi's notebook? / Hack into her computer.
- Fix fusebox for light.
- Codelock to enter a building
- Blow into mic to remove dust/joss sticks if not remove w/ mouse.
- Figure out a secret passage
- Place items in a certain order
- Dream sequence - connected by and to phone.
- Timer puzzle - long corridor / split screen.
- Piano, hear a ghost playing it, play a reply sequence/finish the sequence.
- Make an offering to a ghost in exchange for information.
- Keylock - audio/visual clues.

Tuesday, 16 August 2011

Creepy Experiences / Puzzle Ideas

Compilation of creepy experiences and puzzle ideas. May not make sense to many cept those who have been up to date but I'll try and explain it to the best I can.

CREEPY EXPERIENCES:
- Once Kemi gets found and put into a mental institute, players talk to her normally but as they visit her more often you talk to her by phone with a glass plane in between and then finally a tv monitor cos she starts getting slightly crazier and crazier.  I can do some crazy sound design here as well as make the image on the tv monitors go a bit crazy and suggestive.

- Knocking on a door but no one is there.

- The sound of something heaving swinging on a rope but you can't see anything - only hear it.  Maybe you can even see its shadow but there's nothing there creating the shadow (think weird shadow thing in one of the rooms in SH4 in the hospital when looking for Eileen).  When you leave and enter again you'll hear a thud and some rope materialises out of thin air.

- Calling out to someone in the distance but they don't reply = very unnerving.

- Disappearing carriage idea (which is already in day2).

- Yu comes across a locked door, it suddenly goes silent and a creepy voice asks you if you want to enter.  You can answer something by the mic or use the mouse to knock on the door or something.

- Moving toy (Robbie the Rabbit from SH4 style).  Actually Kelly and I were discussing this recently about having a giant statue/face in a garden scene/temple and it gets more sinister every time you enter it.

- Moving shadows

- Abstract entity that chases you and blocks the door although I'm not sure how it'll work as it's not really a physical entity.  Maybe if we use the SH4 idea of using the spirit candles to repel evilness, I'm wondering if we can still incorporate that statistic system into the engine counting the amount of times you go visit the altar.

- Drowning/Time based events

- Resi4 Ashley: okay can't quite remember why this is written in my book but I think this is a reference in which you play as a 'weak' character which just reminds me of the bit where you have to run down the corridor and it's lined up with suits of armour holding their axes in the air...  Might tie it into that idea I had of when you play as Kemi (if we get that fair) and sends Yu hints/clues to his phone. Yu won't remember the dream and will be just WTF when he finds all these things on his phone lol.

PUZZLE IDEAS:
- Mouse = flashlight
- Decipher code into Kemi's computer / hack into it?
- Fix a fuse box
- Work out the the code to get in/out of somewhere.  9 numbered code but only 3 buttons seemed to be used recently and the rest are covered in dust or something.  Think TF2 Spy trailer.
- Blow into the mic to remove dust/light up some incense sticks or use the mouse to do it.
- Figure out a secret passage
- Place items in a certain order
- Dream sequence - connected by phone (explained above)
- Timer puzzle - long corridor/split screen/light effect.  Doesn't really make a lot of sense now but I'll explain it in depth if I can incorporate this into the script some how lol.
- Piano: hear something playing on it until you shine a torch on it.  Maybe you'll need to finish playing the notes of a certain sequence / finish it.
- When you make offers at the altar in exchange for information?
- If there's a puzzle on a locked door and you'll need to try and unlock it with a hairpin, have visual/audio queues.  Not sure how to do this as it sounds really complicated but it's there anyway.
- Maze puzzle in which you have to listen out when a guard approaches you so you'll need to head in the opposite way.  At the last stance, you'll hear noises coming from both the L/R only to find that it's a cat or something. Might be used for the scene in which you have to try and break into the murder scene.

That's all my notes at the moment folks.  Once the ball's rolling for Day1 and Day2 I'll start writing out the script for the next few days as I have a good idea for day3-5 but anything after, not quite yet XD.  I'll rate the notes above and see which one would fit the story/script after day5 then we'll go from there.