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Retrace

Overview

The gameplay consists of puzzles that are cause-and-effect and memory-type. Every action done on one side will affect the flipped side. The level is split into two zones, the alive zone, and the dead zone. Each element on one side affects the other.

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For the level layout I used one of my architectural plans from my undergrad studio project.

Concept

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Narrative

The player spawns on a seemingly abandoned apartment floor. The concept is that the player is stuck between life and death and needs to retrace their last steps on the last day they remember being alive.

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The gameplay consists of puzzles that are cause-and-effect and memory-type. Every action done on one side will affect the flipped side. The level is split into two zones, the alive zone, and the dead zone. Each element on one side affects the other.

​

For the level layout I used one of my architectural plans from my undergrad studio project.

Level Layout

Settings:

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  • The game is an escape room game with a horror theme. The level is a seemingly abandoned apartment floor.

  • One part of the level is a flipped version of the other side.

  • The gameplay is mostly puzzle based on cause and effect and memory, every action done on one side will affect the flipped side.

Three Cs’ (Camera, Character, Controls):

  • Camera: Third-person camera

  • Character: Third-person character

  • Controls:

    • WASD, arrow keys for movement

    • E, left mouse button to interact

    • Q, to toggle ‘torch’

    • Tab key for inventory

Start to End:

The player spawns in their apartment, but surprisingly notices another door instead of an exit, upon investigating realizes that the only way out is to retrace their steps on the last day they remember.

Encounter 1: Living Room

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Description:

  • In this Encounter, the mood of the game is set up.

  • Players gain access to a journal, which acts as the quest system.

  • The player will gain access to a torch.

  • The player has to solve simple puzzles based on cause and effect and memory.

  • By the end of this encounter, the player should have access to the next encounter.

Assets:

  • Torch

  • Journal (Quest system)

  • Door – Key

  • Switch – Light

  • Television

  • Bookshelf (interactive)

  • Portrait (lever)

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Journal (Quest System):

  • In the first Encounter the player is introduced to ‘The Journal’

  • It acts as a Quest System.

  • In the narrative, ‘The Journal’ helps the character remember all the tasks they did on their last day.

  • When the player interacts with an object, a memory jogs up.

  • This indicates that a new quest is added to the journal

  • Every time a prompt is shown, a new quest is added to ‘The Journal’

Encounter 2: Balcony

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Description:

  • This encounter acts as a build-up before the final encounter.

  • Player is introduced to NPC

  • A sense of urgency is built.

  • By the end of this encounter, the player should have access to the next and final encounter.

Assets:

  • Bulb

  • Bulb socket

  • Light – Switch

  • Door – Key

  • NPC (timer system)

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The Strange Figure (NPC - Timer System)

  • In the second encounter ‘The Strange Figure’ is introduced

  • It acts as a Timing System, giving a sense of urgency to the player.

  • In the narrative, ‘The Strange Figure’ is coming towards the character as an enemy.

  • When the player first notices ‘The Strange Figure’ it is far off the distance.

  • However, as time passes it keeps getting closer and closer, urging the player to finish up the tasks as quickly as possible before it catches up to the player

  • Eventually, there is no escape as ‘The Strange Figure’ will enter the apartment and trigger the final cinematic.

Encounter 3: Bedroom

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Description:

  • This is the final encounter.

  • This leads to the finishing cinematic.

Assets:

  • Telephone

  • Cupboard

  • Access code – door

  • Cinematic trigger

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Credit for the system: horrorengine by tansuergene on Epic Martketplace. Website: https://tansuergene.com

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