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.
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Character Creation Menu
Player can make the character only in this menu
Once the player clicks confirm, they will be sent in game
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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
Inventory
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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
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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
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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
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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
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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
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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
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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
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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: