Conviction Chronicles blog post #25 - Escape Room 2 + 3
Merging the two escape rooms into 1 blog post to make it easier.
--Escape Room 2--
I wanted every escape room in the intro to feel unique with how it's completed. The first one is simple/comfy where it's very friendly. With the second I wanted to subvert it with it being in a submarine and being claustrophobic.
It has a red light where it makes everybody under the same light.
The way forward is to
1. Vote for someone using a crate which restores power.
2. Play some minigames on the now working PCs to get pieces of a passcode.
3. Read some logs to find the clue that the longest code goes in the middle.
4. Enter the code while trying to piece it together and leave.
Lily has the least amount of dialogue when not playing as her to keep her mysterious mystique. I'll probably go back to add more to the content here so it's not all based on one minigame to make it more diverse. The logs do have some lore implications as well. A big thing is most of the cast is more divisive than the rest and that's by design.
1. Emma herself is more standoff-ish for her survival and desire as a hunter thinking everybody else as prey.
2. The player is made to have a distrust of Jack from the prologue, as a majority of routes will have him go against Tina for his own goals.
3. Jade is eccentric which means some people might love her but not everybody.
4. Lily herself is made to be a wild card as she can barely control herself.
5. Crow is more standoff-ish due to her feelings leading her into the corner to hide in the darkness.
It made sense to make something much more grim/dark for a start as they all wake up in the same room as each other compared to the other two groups which would be able to communicate together for a common goal, or have Nova solve the problem for them.
--Escape Room 3--
With escape room 3, Nova will auto solve it for the group if she is there. This one is more lore centric which is why the player has to go out of their way to do it. It takes the longest out of the group, where it could be 5 minutes. But since it plays off of the prologue, players might realize this and use this to find out the answers to leave.
The way forward is to
1. Enter your vote which restores power.
2. Use the 4 crystals to set different settings.
3. Setting them all on allows for the player to talk to a hologram which informs how to find the answer.
4. Set the crystals to different patterns to read different text
5. use the text to answer the question to open the door.
There is a secret way forward if the player is Tina, where the terminal to answer the question will auto solve it if playing as her.
It's this way since this group has more important characters overall to certain aspects of the plot.
I've tried to use the dialogue more to build interpersonal relationships of some kind so they can be built up with the cafe events.
Anything else?
The cutscene text beforehand has to be altered quite a bit for each escape room depending on who is alive and who isn't much more than it is at this point so no matter the combination, it all works. Then the full intro with everybody alive I'm going to rework/add onto so it functions as "the first trial" with very light mechanics so people can play through it. This does include adding voting mechanics and such.
This has been a bit of a detour, but so far I believe this to be 100% necessary at this point and time to do it now. After this, then I'll go back to making the log function where actions for the player/other characters are recorded in a calendar type system were it can be reviews and reused for trials if needed. Then the cafe events and fixing the animation system.
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