A VR escape room stealth game for UNSW COMP3421 project.
- Normal UI, Environment and NPC behaviour
- Objectives are not longer highlighted on map
- Rises slowly when not looking at the ground
- Passive NPCs start to look hostile (?)
- Visual colour filter applied
- NPC increases in size/detection radius
- Visual impairment (blur effect)
- Rises significantly faster when not looking at the ground
- Player movement slowed if not looking down
- player cannot move
- visual blur and shake effect filter
- breathing minigame to continue (mash a button/rhythm based button presses)
- game over if within hostile NPC proximity
- panic bar disappears but could still be rising or lowering
- Reduces panic value
- Remove player hearing perception stimuli
- reduce sight perception awareness
- sniffer dog AI + model + animation
- hearing perception
- Creating tutorial route
- Create UI instructions as you progress
- Including mechanics 1 by one
- Panic states
- NPCs
- Police
- Line of sight
- Chasing player
- Raising panic bar
- Dogs
- Packaging
- Plastic
- Paper
- Metal
- Breathing minigame
- refine what success and failing means
- connect with panic value/panic state
- deep breathe when success (reduce heavy breathing volume)
- Npc location
- Items
- Items that's picked up replaced on map
- Doors and keys
- Reset panic state to calm
- convert the game to vr
- saving high score locally
Level 1: Escape from prison
- Finding paperclip
- Finding key
- Dodge police
Level 2: On the street
- Dodge cars
- Escape chasing NPCs
Win condition
- Find and transport drugs to the end
- The less drugs used to lower panic bar the higher the score at the end
- Panic bar
- Inventory screen
- Objective label
- Game lose screen (Quit / Go back to checkpoint)
- Small section of airport map that's playable
- Single checkpoint to demonstrate this system
- 2 passive NPCs
- 1 hostile security NPC
- 1 hostile sniffer dog NPC
- beta blockers item for decreasing panic
- key item for clearing objective
- Calm
- Normal UI, Environment and NPC behaviour
- Stressed
- Security and passive NPC becomes indistinguishable
- Objectives are not longer highlighted on map
- Rises slowly when not looking at the ground
- Paranoid
- Visual colour filter applied
- NPC increases in size/detection radius
- Visual impairment (blur effect)
- Rises significantly faster when not looking at the ground
- Player movement slowed if not looking down
- Panic attack
- player cannot move
- visual blur and shake effect filter
- breathing minigame to continue (mash a button/rhythm based button presses)
- game over if within hostile NPC proximity
- panic bar disappears but could still be rising or lowering
-
Increase:
- Close proximity of any hostile NPCs
- Eye contact with human hostile NPCs (only in stressed state+)
- If sniffer dog is in stage/room
- Level design (unavoidable moments where it increases)
-
Decrease:
- beta-blockers
- passing a checkpoint
- locating safe-zones (toilet, secluded area, once per checkpoint)
- interacting with NPCs/Making a phone call
- Appears at "Panic attack" state
- Rhythm based game when succeeding lowers panic bar