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8 Commits
3260aec113
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v0.0.0.2
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055576de8b
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be4599896d
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951bdc7516
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8e03f04e48
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085308adb5
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7aa4286da9
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c30508ac03
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8405d9fbaa
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@@ -1,8 +1,8 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/MirroredWorld/Maps/LevelNone.LevelNone
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EditorStartupMap=/Game/MirroredWorld/Maps/LevelNone.LevelNone
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GameDefaultMap=/Game/MirroredWorld/Maps/LevelZero.LevelZero
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EditorStartupMap=/Game/MirroredWorld/Maps/LevelZero.LevelZero
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[/Script/Engine.RendererSettings]
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r.AllowStaticLighting=False
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@@ -8,7 +8,7 @@ CompanyName=qtnull
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CompanyDistinguishedName=qtnull
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Homepage="https://nekoc.cc/"
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CopyrightNotice="Copyright © qtnull MMXXV. "
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ProjectVersion=0.0.0.1
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ProjectVersion=0.0.0.2
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LicensingTerms="All Rights Reserved. "
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PrivacyPolicy="https://www.youtube.com/watch?v=dQw4w9WgXcQ"
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Content/Fab/Folding_Couch/Fabric.uasset
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README.md
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README.md
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A psychological horror game which consists of finding differences between a normal world and a "flipped" world. Inspired by The Exit 8, The Beginner's Guide.
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The game basically consists of finding differences in the normal world, and the "flipped" world. The "difference" is an object in the mirror world that has not been flipped, or is out of place.
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The game consists of finding differences in the normal world, and the "flipped" world. The "difference" is an object in the mirror world that has not been flipped/mirrored or is out of place.
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The gameplay mechanic may give way to different interpretations. Such as:
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- The mirrored world is is the past, but with the instigator that caused the present NOT flipped
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- The mirrored world is the past, but with the instigator that caused the present NOT flipped
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- The mirrored world is a representation of the player character's own reflection, trauma, etc.
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- The mirrored world may affect reality in some way (a different interpretation of time-travelling)
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- The normal-mirrored world may aid police investigation, the player character could be a investigator of some sorts
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- the player character may be subject to supernatural phenomena, urban legends, etc.
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- Both world have no living creatures inside, but the environment sound may fake the effect that "something" is there.
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- The mirrored world may affect reality in some way (a different interpretation of time-traveling)
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- The normal-mirror world may aid police investigation, the player character could be an investigator of some sorts
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- The player character may be subject to supernatural phenomena, urban legends, etc.
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- Both worlds have no living creatures inside, but the environment sound may fake the effect that "something" is there
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Project manager: [\<qtnull@nekoc.cc\>](mailto:qtnull@nekoc.cc)
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@@ -43,7 +43,7 @@ All scripts will be written in MarkDown format, directly in this document, or in
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## Program
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The game will be developed using Unreal Engine 5 (Version 5.5). Project language is set to English, but Spanish and Chinese localization will be provided.
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The game will be using Unreal Engine 5 (Version 5.5). Project language is set to English, but Spanish and Chinese localization are planned.
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## Minimum target
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@@ -51,21 +51,21 @@ A multi-level find the difference game between a normal world and a mirrored wor
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# Scenario
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The player is in a weird dream-like world, there is the "normal" world, and there is a translucent barrier that connects to the "mirrored world". Which features a mirrored world. But upon detailed examination, there is a object (sometimes multiple object, or randomly selected objects, we will refer these as Target Objects later) that is NOT inverted or upside down, or is simply out of place compared to the "normal world" or the "mirrored world".
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The player is spawned in a dream-like world, there is the "normal" world, and a translucent barrier that connects to the "mirrored world" which everything is inverted. But upon detailed investigation, there is always an object (sometimes multiple objects, or randomly selected objects, we will refer these as Target Objects later) that is NOT inverted or upside down, or is simply out of place compared to the "normal world" or the "mirrored world".
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Upon interacting the Target Object the player will be transported to the next level, where the world might get increasingly larger, or the difficulty of finding the Target Object might be more difficult, necessitating interaction between the normal world and/or the mirrored world.
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Upon interacting with the Target Object, the player will be teleported to the next level, where the world might get increasingly larger, or the difficulty of finding the Target Object might be more difficult, requiring interaction between the normal world and/or the mirrored world.
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For example, the player might need to find a key, or ride a Metro/Subway in order to find the Target Object.
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For example, the player might need to find a key or ride a Metro/Subway in order to find the Target Object.
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Sometimes the level may start in the mirrored world, and the player must return back to the normal world in order to find out the difference.
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In the end, the player will start in the mirrored world, and finds a human figured statue hanging itself in the mirrored world. The player should return to the normal world, and will encounter the rope on the floor, the player must pick up the rope, tie it to the ceiling, stand on the chair, and the game will end.
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In the end, the player will start in the mirrored world and finds a human figured statue which hung itself. The player should return to the normal world, and will encounter the rope on the floor; the player must pick up the rope, tie it to the ceiling, stand on the chair, then the game will end.
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## Remarks in the design
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## Remarks on the design
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The game will feature public domain classical piano music, and passing the world barrier between the normal world and the mirrored world will make the music play in normal or in reverse, as a form to distinguish what world the player is in.
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The game will feature public domain classical piano music, and passing the world barrier between the normal world and the mirrored world will make the music play in normal or in reverse, as a way to distinguish what world the player is in.
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The Target Object will emit a bell sound after a specific time, or start to emit light as a form of hint if the player is unable to find it in a reasonable amount of time.
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The Target Object will emit a bell sound after a specific time or start to emit light as a form of hint if the player is unable to find it in a reasonable amount of time.
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The world will not feature a sky, the world that the player is in is NOT normal. As such the world will be pitch black besides the actual objects and floor. Borders are blocked off by invisible walls, or just with normal walls.
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