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A panic simulation project made in Unreal Engine 5.

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jerryyf/panicsim

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Panic Game

A VR escape room stealth game for UNSW COMP3421 project.

Panic bar states

Calm (0-25)

  • Normal UI, Environment and NPC behaviour

Stressed (25-50)

  • Objectives are not longer highlighted on map
  • Rises slowly when not looking at the ground

Paranoid (50-75)

  • 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

Panic attack (75-100)

  • 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

VR - demo 2

Safe Zone

  • Reduces panic value

Crouching/sneaking

  • Remove player hearing perception stimuli

AI

  • reduce sight perception awareness
  • sniffer dog AI + model + animation
  • hearing perception

Tutorial Level / Demo level

  • 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

Breathing minigame

  • refine what success and failing means
  • connect with panic value/panic state
  • deep breathe when success (reduce heavy breathing volume)

Checking points

  • Npc location
  • Items
  • Items that's picked up replaced on map
  • Doors and keys
  • Reset panic state to calm

VR-ifying the game

  • convert the game to vr

Leaderboard

  • saving high score locally

Level design

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

MVP (demo 1)

UI

  • Panic bar
  • Inventory screen
  • Objective label
  • Game lose screen (Quit / Go back to checkpoint)

Level

  • Small section of airport map that's playable
  • Single checkpoint to demonstrate this system

NPCs

  • 2 passive NPCs
  • 1 hostile security NPC
  • 1 hostile sniffer dog NPC

Items

  • beta blockers item for decreasing panic
  • key item for clearing objective

Panic bar

  • 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

Panic bar interaction

  • 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

Breathing Mini-game

  • Appears at "Panic attack" state
  • Rhythm based game when succeeding lowers panic bar

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A panic simulation project made in Unreal Engine 5.

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