For my final year individual project I am making a first-person puzzle/clue solving detective game that is called case 44.
The main draw to the game is the main story which features a surprise twist at the end of the game and the visual fedelity. At the start of the game, you are a detective assigned with solving a recent murder of a suspected serial killer due to clues left at the crime scene that leads the player to various locations to uncover the identity of the culprit behind the murder. As the game progresses and as you solve puzzles you will start to learn more about the truth behind the murder via cryptic notes and messages left specifically for the character you are playing as. By the end of the game, you may come to realize the truth of the case where the murder victim was actually your character and you were solving your own murder case in the afterlife after being murdered by a fellow detective due to your character being a corrupt detective that removed and obscured evidence in exchange for bribes from criminals.
High-definition render pipeline
The game will be using Unity’s high-definition render pipeline (HDRP). The HDRP provides many different features that will make the game look realistic and stand out in graphical quality. From Unity’s High-definition render pipeline they state that “With HDRP’s hybrid approach to rendering, which supports rasterized, ray tracing and path tracing rendering techniques, you can express your creative vision on a wide range of platforms”(Unity, 2021).
A list of features that the HDRP can do are:
· Advanced physically based surfaces
· Immersive lighting
· Spectacular atmosphere
· Advanced cinematic effects
· Rich and detailed environments
· Maximize platform performance
Legal, social and ethical considerations:
PEGI 16+
Target Audience: Players who like story and puzzles in games, young adults and adults
The game is expected to be rated PEGI 16 as there will be blood, dead bodies and references to police corruption. Blood will be at the crime scene at the beginning of the game and on walls throughout the game displaying messages. The dead body is of course at the crime scene and there are currently no plans to add any other dead bodies in the game. The main plot point of the game is that your character is a corrupt detective and so naturally throughout the game there will be messages and imagery related to corruption will be displayed.
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Picture of main menu (WIP)
So far I made a main menu screen and a rough design document for the level and puzzle design. The puzzles and level design are subject to change and improvment as I implement them into the game .
Puzzle designs
Puzzles will be placed in game that they feel appropriate for the location and the puzzle’s difficulty (Harder puzzles placed later). This list is not the final order for the puzzles in the game and some puzzles may not be used in the game.
· Riddles where the solution corresponds with an object
· Perspective puzzle where a code is only shown in the correct position of the room
· Ordering numbers, switches need to be turned on in the correct order that is shown by nearby objects showing the number in the order that the switch must be used. (e.g. 3 cups nearby show that the switch is 3rd in the order)
· Using a flashlight in the darkness to find numbers of a code
· Backtracking for a solution to a code/riddle
· Simon says
Level design
It is important for the level to flow nicely to encourage exploration around the buildings and areas so that the player may get a good look at their surroundings as they complete puzzles.
The order of the areas in the game are to be a warehouse/industrial district, backstreets, apartments, park and a police station. (The order of the areas are subject to change).
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Starting area:Warehouse and backstreet
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Middle area: Apartment complex and park
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End area: Police station and detective office
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