Right! It is competition time again.
Synopsis
You must build a single player 'Escape' scenario level, with an emphasis on exploration and puzzle solving rather than action.
There are a few more details than that (see the rules below), but this is the core direction.
Reference & Background
This time around, we are going to be doing a competition around the theme of 'Escape the room', with particular reference to The Crimson Room style Flash games.
From Wikipedia:
Escape the room is a genre of online adventure game,[1] usually created for Adobe Flash and utilizing a point and click style of play. The object of the game is to find a way to escape from a mysterious room. The room usually consists of a locked door, several objects to manipulate as well as hidden clues or secret compartments.[2] The player must use the objects to interact with other items in the room to reveal a way to escape.Most escape the room games are in a first-person perspective, with the player clicking on objects to interact with them. Many games of the genre start with a small cutscene (which usually consists only of text) to establish how the player got there. The usual story is the player waking up and finding themselves in a mysterious room from which they must escape using the household itself, but sometimes also unusual items left in the room.
Escape the room on Wikipedia
For those people who have not yet played an Escape game, or wish to kindle their memories, there is a Flash website devoted to this style of game, here:
EscapeGames24In particular, the game that started it all (The Crimson Room):
The Crimson RoomHow much your level adheres to the style of our reference examples is up to you; you are pretty much free to interpret the brief as creatively as you wish, observing the rules below.
Rules & Non-rules
[*:2zyzahc6]The level must follow the theme of 'escape', using the level components and the game assets to achieve this end.[*:2zyzahc6]The area can be anything you wish, with more than a single room or even no rooms at all (e.g. escape the island as someone mentioned). However, the focus, or 'constraint' should be on that one single objective of escaping, and all other events should pertain to that goal.
[*:2zyzahc6]The player should be aware from the start of a single problem preventing escape. In The Crimson Room, this is the locked door, and can easily be a locked door for your own creation. Stuck on an island, it may be that your plane is out of fuel. General formula: Primary problem (being stuck), Secondary problem (something that is making you stuck), Exploration, Solution, Solved. The point is that the problem should be first, and not in the middle or last.[*:2zyzahc6]There is no restriction on game engine used, but it is suggested that the Source engine is used for those who want to see their map played by lots of people.
[*:2zyzahc6]Custom assets are allowed and encouraged.
[*:2zyzahc6] Any aspect of the chosen game is fair game for your puzzles, including cheats and menu options, but:
[*:2zyzahc6]Clues must be given if the player is required to venture outside the stock game mode.[*:2zyzahc6]Upon completion of the map, there must be a completion screen with things like map author, time taken, and whatever other information you feel is good to have on the end screen. This can be as simple as a centre displayed text message.
[*:2zyzahc6]Upon failure of the map, the player must be informed. Ideally this should not be required.
[*:2zyzahc6]The map can have many puzzles, sucessively completed; it does not have to be one single puzzle.
[*:2zyzahc6]Ideally, the map should not require more than 10~20 minutes of play time to complete if the solution is known. This is not so important, though; just a guideline.
[*:2zyzahc6]The map must be single player (multiplayer can be supported but marking will only take place in single player)
[*:2zyzahc6]Use of performance enhancing drugs is absolutely prohibited, or perhaps encouraged.
Marking (subject to change)
Levels will be marked chiefly on their overall experience, on a 1 to 5 rating.
Sub-catagories will include:
[*:2zyzahc6]Difficulty
[*:2zyzahc6]Concept quality
[*:2zyzahc6]Puzzle quality
[*:2zyzahc6]Graphic quality
[*:2zyzahc6]Quality of fun
The deciding factor will be the initial 1-5 experience rating, with the sub catagories there to provide a bit more indepth feedback.
Deadline
The arbitrarily chosen deadline for this competition is 31st October 2008. Hopefully that should be enough time for all to knock some ideas around, and then implement them, whilst still maintaining a life.
The main goal of this competition, however, is to be creative, and have fun! If we can all do that, then we are all winners! ![]()