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The Puzzle Project

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Project Introduction

The brief for the generically named 'Puzzle Project' was to create a first-person puzzle game, in the theme of game shows like Total Wipeout and The Crystal Maze.

 

My own take on this brief was to introduce a storyline of the player being trapped in a castle courtyard, powered by a magical cube in the centre.

 

The player makes their way through four different rooms, each presenting a different challenge. These Included:

  • Pressure Plate Puzzle

  • Obstacle Course

  • Shooting Range

  • Shape/Pattern Recognition Puzzle

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This project was one of my first introductions to UE4 blueprint and was also the piece that I found to be the most intriguing.

 

Each of the four rooms focussed on a different mechanic:

 

  • Shooting range: Score tracking to open a door
     

  • Obstacle course: Different types of damage, such as damage over time, direct damage and area of effect damage

  • Pattern Recognition: This room used an screen interface to allow the player to move blocks into a pattern

  • Pressure Plate: Kept track of the route that a player took to get to the exit. Tracking the correct plates that the player passed over

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The main area of difficulty came from the Pattern Recognition room, which presented the player with a 6x6 grid of buttons and an interactive digital screen.

 

A pattern of lit up squares, corresponding to the grid, flashed on the screen when the player approached it. They would then have to stand on the correct squares, in the correct pattern, to complete the puzzle.

 

This mechanic, whilst challenging in itself at the time, has since formed the basis of my object orientated technical design knowledge, which lead to the more advanced and complex design of High Orbit and Burning Skies.

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