Game Design Document: "TU Escape": Monika Srdic, Jana Hoffard, Hendrik Möller
Game Design Document: "TU Escape": Monika Srdic, Jana Hoffard, Hendrik Möller
When the player grabs the cube and places it into the pipe, all Shelf
lights turn on. There is a shelf located in the room. A flower pot is placed
onto the shelf, hiding a scroll inside. A player can grab the pot
and then the scroll to get a hint.
Suit puzzle
The ceiling is higher in one corner of the room. The player
Figure 2. First riddle of the game: A glowing object has to be placed at can see plates shaped like three of the four suits of a playing
the right position to turn on all lights in the room card game: a diamond, club and spade.
When the player throws the plate shaped like a heart up there,
it flicks to a fixed location, marking this puzzle as solved.
It activates all four lasers in the room.
Table
One table leg has a slightly different color than the rest of the
legs. That is the only leg the player can grab. When using the
”interact” Button onto one end of that leg, a note with a hint
falls out.
Figure 4. General thing to be learned over the course of this escape room:
Understanding what certain hieroglyphs mean
Color-code
The player will find multiple colored plates. Some of them
have a hieroglyph on them, some don’t. Through these plates,
the player finds out that a colored plate is always connected
to the third letter of that color. For example, the red plate
stands for a ”d”. Through this system, the player can translate
three hieroglyphs being written on some colored plates. For
example, a yellow plate with a hieroglyph on it means, that
this hieroglyph stands for an ”l”.
Figure 3. There is a table in the game, where one table-leg has a different
colors than the rest. That is the only leg the player can grab. Inside that
leg, there is a new clue
Laser riddle
After activation, four lasers in the colors green, yellow, blue
and red appear throughout the room.
When the player interrupts the yellow and red lasers with the
controllers and/or the head and not one of the rest, the screen
puzzle unlocks and the lasers shut down. There is also another
clue falling on the ground.
Figure 5. One colored plate with a hieroglyph on it (would translate the
symbol to an ”r”)
Frame
Screen puzzle
On the frame, there are four sliders the player can move hori-
zontally. After unlocking this puzzle, the player needs to input a specific
sequence deriving through a left and right button. The Frame-
When aligning the sliders corresponding to the information puzzle gives the solution, it is ”left, right, right, right”. When
given by the picture on the carpet in the room, a note with pushing the buttons in that sequence, the screen shows the
another clue drops to the ground before the player. final hint for the door-puzzle.
Door puzzle keypad and pressing the button might result in the number
Directly to the left of the door, there is an input-desk. On it, being written onto the display of the keypad.
there is a six by six grid-like playing board with a marked
position, representing a figure on that field. With four buttons Other
on the desk, the player can move the figure up, down, left and There is a situation where Vive controllers start their rumble
right. motors to signal specific feedback to the player.
Solving the screen puzzle unlocks a combination of hierog- All other controls consist of the real movement of the player.
lyphs.
AESTHETICS
The games models are low-poly and in 3D. With the ”hard-
edge” and rather colorful, heavy-contrast style, we communi-
cate a science-fiction, abstract environment to the player. With
rather simplistic other graphics and the importance of nearly
every object, ”TU Escape” does not visually distract the player
from the gameplay elements.
Figures 7, 8 and 9 showcases the inspiration for our aesthetics:
With other clues found within the room, the player can trans-
late the hieroglyphs into N, E, S, W commands, represen-
ting the cardinal directions north, east, south and west. With
the compass found at the shaft, the player can translate the
sequence into a combination of up-, down-, left- and right-
moves.
After inputting the right sequence, the door unlocks and the
player wins the game. Figure 7. Simplistic models with hard edges
Controls
The player only controls and interacts with the game via the
HTC Vive Controllers and head-mounted device.
The trigger button of an controller is used for the ”Grab”
function. It is used via the ”Hold & Release” principle.
The touch-pad button on the controllers is used for all other
interactions between objects. Pointing onto a number on an
Figure 11. The table, futuristic chair and one player hand
Figure 8. Colors are standing out