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Audio-Based Game

Puzzle Solving /
Mystery Solving
Ionatan Gancea
Aim of the project
Main idea

The player will


The goal is to find all
A puzzle solving / interact with the
the clues and solve
mystery game objects around him
the mystery
as the story goes on.
Secondary targets of the project

The possibility of
The possibility for the
creating a different
game to be played
(harder) story with
without access to the
limited changes inside
SoV system
the project
Assumptions or
limitations
How are the objects represented?

All the items (rooms For example, a room An object, has all
/ objects / actions) has all the objects the actions possible
are represented as a from that room as for that object as
tree. children. children.
Interaction of the player

Example: Let’s say that the


In a nutshell, the player is player is in a room called Library.
iterating through the children of At the beginning, a narrative
the current item description will present him the
room, with the objects in it

Then, after the description is


finished, using the arrows he will
Using the enter key, he will
select with what object to
select the desired object
interact (he is iterating through
the objects in that room)
Interaction of the player (2)

Then the same story goes


Using the backspace key, Doing so, the interaction of
for the actions he can do at
the player can return to the the player can become very
the chosen object. He will
center of the room, and natural and he will focus on
iterate through the actions
restart iterating through the the task (story). Basically is
and he will select one with
objects from that room like exploring a list of lists
the return key
Playing with The SoV System

That is because the room will


The difference in playing with
He will ONLY iterate through be represented in virtual
the Sound of Vision System is
the actions for that specific reality, and the player will
that the player will NOT
object (when he is inside it’s have the possibility to find
iterate through the objects in
proximity). the object by exploring the
a room.
virtual environment.
Mind map

Because the story is the


bond between the rooms
The game is audio-based so As the rooms are described,
and the objects,
listening to the story is a the player will have to
remembering the objects
key factor. imagine them in his mind.
shouldn’t represent a
problem.
Progress of the
work
What parts are finished?

A general way to add the items into the tree. The objects are imported from a JSON file.

The detailed (written) story and how the objects should interact.

A demo with placeholder sounds that demonstrates the interaction of the player.

The possibility to walk through the rooms (if the doors are unlocked).
The network of rooms and the tree of items
• Some actions are not visible from the start. For example, to unlock a door,
you need to find the key. Only after you find the key, the option to open the
door is available.

Worth mentioning
Next steps
Solve some bugs

We’ve experienced some bugs with the keyboard input when


iterating through the list of children

Disable the user input when a voice description is currently playing.


Replace the placeholder sounds

I have to record the narrative descriptions and replace the


placeholder sounds.

Also, I have to record results of some other interactions.


Cherry on the top

ENHANCE THE GAMEPLAY WITH IMPLEMENT THE BEHAVIOR OF


BACKGROUND MUSIC AND MORE SOME SPECIAL OBJECTS
EFFECTS FOR ACTIONS. (INSERTING A PASSCODE)
Demo
Special thanks to

• Gabriel Ivanica
• Rúnar Unnþórsson
• Alin Moldoveanu
• Anca Morar

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