A prototype by
Lea Nemec and Lenny S. Jox

Puzzle Survival Prototype

The Concept

This prototype was created as both a study project and an homage project for the Resident Evil 1996 game by Capcom.

  • Character Creation Menu

    • Player can make the character only in this menu

    • Once the player clicks confirm, they will be sent in game

    • Player customization should work as a reward for the player completing puzzle, finding secrets or getting achievements.

    • Outfits should not be locked behind a paywall

    • How it should look

      • When player enters the "safe zone", the player can open a "outfit chest" which would open the customization menu

      • Player can open the chest with the "E" key

      • When opening the chest, the player sees all customization options

        • Player can enter all sections and can see locked outfits in there.

        • Locked outfits will have the name of the achievement, puzzle and/or challenge they need to accomplish (secret will only display the message "unknown")

      • On the left side, player can preview their outfit change as they select an unlocked or locked item

      • Only by clicking the "confirm" button will the outfit be locked in and player can resume playing

        • Confirm button closes menu

        • Player cannot click confirm if they have a locked item

Character Creation Menu Concept
Character Customization Menu Concept

Inventory

    • Inventory General interactions

      Adding to inventory

      • When interacting with Consumable. Item gets added into inventory up until max capacity is reached

      • When interacting with Weapon/Puzzle/Useless Item. Player has option to equip it when they select Item

      Removing from inventory

      • When selecting Weapon/Puzzle/Useless Item. Player has option to drop it when they select Item.

      • The item when dropped is at feet of player

      • If item is dropped with consumables. Consumables will be dropped with item but will appear as separate item on floor

      Item information for Inventory

      • Capacity

        • Only specific items will have a max capacity

      • Weight

        • Items will not use a weight system, will use capacity system

      Global Interactions

      • World Interactable

        • Items such as computers and light switch's are a 1 time on and do not run on timers

        • Some puzzle interactions would use a timer (puzzle for this is TBD and will be added at appropriate time)

      • Puzzles

        • As mentioned before, interacting with a puzzle and narrative items open a UI element that allows player to play/solve/read puzzle/narrative items

        • When interacted with and player has required Item, opens UI element that player can interact with

        • When interacted with and player does not have required Item, UI element appears saying Cannot be used at this moment

Player Interaction

    • Consumables

      • Its that can be used by weapons (ammo, to be clear, weapons cannot damage anything, but can be used for puzzles)

      • Item will appear as small number under weapon and will not use inventory slot

      • Lighting items (such as flares and torches)

    • Weapon

      • Functions the same as a useless item

    • Narrative

      • Items that cannot be picked up

      • These items open a UI element that is filled with text and images

    • Puzzle

      • Items that can be picked up

      • These items are unique (only 1 of those would exist)

      • Have use for puzzles

    • Useless

      • Items that can be picked up

      • Can appear multiple times through out the game

      • Cannot be used for puzzle

    • Outfits

      • Cannot be picked up

      • Only available in "safe room" clothing chest

      • Becomes available when solving related puzzle/secret

      • Can be equipped

      • Has its own in game menu

  • All interactable items will have a UI element above then telling Press E to interact or similar if controller

    Consumables

    • Flares hand (5 at a time)

    • Flare ammo (3 at a time

    • 9mm bullets (11 at a time)

      • If player finds 9mm Magazine, max ammo can increase

      • 9mm Magazine (3 at a time) this making the maximum bullets to 33 at a time

    Narrative

    • Computer

    • When interacted with, opens UI element (will contain pictures)

    • Will become light source

    • Stays on once used

    • Piece of Paper

      • When interacted with, opens UI element

    • Book

      • When interacted with, opens UI element (will contain pictures)

    Outfit

    • TBA

    Level 01 Specific

    • Puzzle

      • Small hammer (can only be found once in this level)

    • Useless

      • Broom

      • Paint brush

      • Paint bucket

    • All interactable will have a shading/effect on them so that the player can visually tell that they can interact with them

    https://www.youtube.com/watch?v=gJ6s2rqOXIo

    All interactable items will use the E key on Keyboard and the X/Square Button on Gamepad.

    • Loot can be interacted with and sent to the inventory that can be open with the I key. When in inventory, player can set a loot item as active item by selecting USE Button. When in inventory, player can also drop an item by selecting the DROP Button.

    • Save Point can be found around each level, the player can move to any point and save current progress (progress is not saved automatically). The player uses their interaction button when near save point and selects a save slot to use. This means that we would need a UI pop up for when the player saves

    • Narrative items like notebooks and newspaper are placed around the game. When interacted with, these open a UI pop up with text. (These do not get added to inventory)

General Controls

    • Play Button

      • Clicking this button should launch last saved game

    • Save Button

      • Opens Sub-menu with last 3 saves

      • The saves are based on the last 3 saves that the player used

      • The player when in game can overwrite a save of their choice

    • Option Button

      • Opens Sub-menu showing options player can use

      • Player can change global volume ( I think its best that they are all linked to 1 slider )

      • Player can change global graphic settings (low, medium, high, ultra)

      • Player can change from Window/Windowed Borderless/Full Screen

      • Player can change frames to a locked option (30FPS, 60FPS, 120FPS, etc...)

      • Player can change resolution on monitor (we can choose later which resolution)

    • Achievements Button

      • Opens Sub-menu showing locked and unlocked achievements

      • It should show on top left unlocked normal achievements

      • It should show on top right unlocked secrets achievements

      • It should show at the button of the page at their respective positions locked achievements

      • This page should have a scroll down option

    • Quit Button

      • This button closes the game completely

    • Pausing freezes the game and stops player movement

      • This happens when the player hits the ESC key

    • Resume Button

      • Returns to the game and allows player to move

    • Option Button

      • Opens Sub-menu showing options player can use

      • Player can change global volume ( I think its best that they are all linked to 1 slider )

      • Player can change global graphic settings (low, medium, high, ultra)

      • Player can change from Window/Windowed Borderless/Full Screen

      • Player can change frames to a locked option (30FPS, 60FPS, 120FPS, etc...)

      • Player can change resolution on monitor (we can choose later which resolution)

    • Main Menu Button

      • Sends the player back to the main menu

    • Close Game

      • Closes the game sending the player back to their desktop

    • Mouse and Keyboard

      • WS for player movement

        • AD for player rotation

        • E to interact with interactable items

        • I to open and close inventory

        • ESC to open and close Pause Menu

        • Mouse to select

        • Mouse to aim

      • Gamepad

        • Left Stick for player movement (works as cursor for menus)

        • Right Stick for player rotation

        • X button to interact with interactable items (works as select button in menus)

        • Y button to open and close inventory

        • View button to open and close Pause Menu

    • Player movement should be slow and sluggish.

    • The player character is in a survival situation in which they need to take maximum precautions, so the player cannot go around and sprint and jump. Crouching on the other hand could be a cool feature, but slow movement is the major feature.

    • Player movement will be in third person with a disconnected camera (look at ⁠Camera thread for further info)

    • Player movement is handled by the WASD keys on keyboard and by Left Joystick on Gamepad (these are automatically handled by the third person template made by Unreal Engine 5)

    • Player Rotation is also static, the player rotates in position. These are apparently cold tank controls

    For further info look at linked videos for example: