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Refined Escape Room Video Game Idea: Car Trouble (Camera (Fixed Camera…
Refined Escape Room Video Game Idea: Car Trouble
Theme
Car
Scenario
Player is trapped in a car
Can't open the doors or break the windows
Keys are missing
Mysterious padlocked box on the backseats
Goal is to find the keys and start the car
Starting the car ends the escape room
Driving away is implied
Steering wheel has a lock on it
Setting
Date is unclear
Car could be late 20th or early 21st century
Car has an FM radio and interior lights
Mostly plastic interior
Night or very early morning, exact time unclear
Street lamps are turned on
Sounds
Car Radio
Tuning sounds
Sound distorts as signal changes
Radio static
Power-on and off click sound
Steering wheel lock release
Metal clunk sound
Padlock
Small metalic clicks as number wheels are turned
Larger metalic click as lock releases
Metalic groan and grind as toolbox lid is opened
Car engine starting
Starter motor turns
Engine sputters to life
Tone
Mysterious
Many questions are raised regarding the scenario
Why is the player in the car?
Why are they trapped?
Forboding atmosphere
Very dark outside
Limited visibility from street and internal lights
Mysterious, potentially sinister, situation
Location and time unknown
No way to get help
Sub-themes
None: escape is themed entirely around cars and related items
Examples
Car Radio
Car Keys
Glove Box Contents
Whole escape room takes place within a car
Visuals
Materials
Plastic
Smooth, glossy
Used for certain items in the car
Radio
Opaque
Buttons and surround
Dashboard dials
Transparent
Rough, slightly textured
Used for pieces of car interior
Dashboard surround
Interior paneling
Steering wheel
Gear stick
Hand brake
Grey colour
Metal
Painted
Glossy Red
Used for car frame
Only certain parts are visible during the escape room
3 more items...
Glossy texture
Slight reflections visible in finish
Some smudges
Worn
Used for certain items
Locked box in backseats
Steering wheel lock
Paint is faded
Various colours
Flaking off in places, worn away in others
Streaks of rust
Glass
Used for windshields, windows
Worn
Some slight scratches
Liquid residue
Dust and dirt in corners
Fabric
Used for seats and headrests
Grey in colour
Smooth appearence
Slightly reflective
Objects
Steering Wheel Lock
Bright yellow in colour
Locked by key
Car Keys
Single key attached to key ring, with leather key fob
Fob bares car make logo and some text
Metal Tool Box
Large, heavy looking toolbox
Locked by a permutation padlock
Metal carrying handle attached to top
Car Radio
DIgital FM car radio
Has buttons for changing channel
Volume and signal tune dials
Backlit digital display
Various colours
Road Map
Made of paper
Worn
Torn in places
Stains
Some holes obscuring parts of the map
In colour
Display roads and locatiop in an area
Area shown is unknown
Lighting
Dim
Only light sources are car interior lights and some street lamps
Very limited coverage
Car radio lights up, but does not illuminate
Both provide dim yellow-gold light
Much is in shadow
Almost completely obscuring areas like the footwells
No natural light
Puzzles
Goal of solving puzzles is to find the car keys
Player obtains the keys upon completing the final puzzle
Puzzles are presented to the player sequentially
Solving one puzzle enables the next to be completed
For example, solving Puzzle A provides the key to access Puzzle B
All puzzles involve the car or its contents in some way
Examples
Find the key the to remove the steering wheel lock
Use the information on a roadmap to decipher the combination to a lock
Listen to the car radio to get a hint for a puzzle
Movement
Fixed Positions
Player can move between multiple fixed positions within an area
Movement between positions is sequential
Player must move to one position before moving to another
For example, player must move to front of car before moving to driver or passenger seat
Since scenario plays out with in car, space is very limited
Letting players precisely control their position would be difficult to implement and cumbersome for players
As developer, can now plan positions to provide the best experience
On screen buttons to move between next or previous position in the sequence
Puzzles
Seperate
Puzzles are solved using a seperate interface from that used in standard gameplay
Each puzzle will have an interface tailoured specifically to it
A puzzle's interface is actived upon interaction with an object involved in the puzzle
Initial interaction to trigger interface is performed using standard gameplay interaction controls
Object exists in same space as the player character
Examples
Select padlock to display interface for permutation input
Select roadmap for full-screen display of it
Interface may providea different camera perspective, on-screen controls, gameplay, etc.
Greatly expands range of potential puzzle designs
Aside from initial trigger object interaction, no connection to standard gameplay is required
For usability, some controls should be carried over to the puzzle's interface
Puzzles can involve systems and methods of interaction not found in standard gameplay
Puzzles can be decoupled from standard gameplay
To improve usability, as many elements as possible will be carried over between puzzles
Interaction controls
Terminology
Visual Language
Makes puzzles easier to solve
Number of possible interactions is restricted to those presented in the interface
Enables norrower thinking
Interface is designed to faciliate solving the puzzle
Camera
First-Person
View through the eyes of the playerr character
Lower development requirements as player character model is not necessary
Most effective for chosen scenario
Due to very small size of play area, showing a player character model at all times would obscure environment too much
Fixed Camera Position
Multiple camera in fixed locations
Active camera will change when entering different parts of the play area
Each fixed movement position has corresponding camera position
Player cannot manually adjust camera position or angle
Useful due to very small playarea size and limited effective viewing angles
Player will need to interact with objects in play area, so ensuring an effective viewing angle is essential