Thursday, August 20, 2009

Bloodlines: Walkthrough

General Instructions:

Press items to see the descriptions or collect. Use the oculus to "see" Jace's observations.

The Walkthrough:

  1. Begin Session.
  2. Press the eagle sign beneath the message.
  3. Press the eagle sign on the monitor.
  4. Pick up the appointment card in front of the door.
  5. Open the refrigerator.
  6. Open the bottom drawer and take out the ID card.
  7. Open the freezer door and remove the Ice cube.
  8. Press the faucet on the kitchen sink.
  9. Drop the ice cube in the sink. Let the water fill the sink.
  10. Touch the water and let the sink drain. Collect the sparkplug.
  11. Collect the E card.
  12. Press the cupboards above the sink.
  13. Open the cupboards select the 3rd cupboard from the left. Collect the O card in the shadows.
  14. Open the fourth cupboard from the left. Read the sticky note.
  15. In the cupboard directly below the sticky note, open and collect the flashlight.
  16. Open the silver door on the right. Enter the bathroom.
  17. Collect the pill bottle.
  18. Press the sink or toilet.
  19. Touch the water in the sink. Let it drain. Collect the R card.
  20. Open the silver door on the left. Enter the closet.
  21. Collect the batteries.
  22. Press the book on the floor to see its description of the book.
  23. Combine the battery and the flashlight. Drag one onto the other.
  24. Press the abstract portrait of Jimi Hendrix.
  25. Use the ID card to enter the sleeping room. Go inside.
  26. Collect the I card.
  27. Examine the calendar for an important clue.
  28. Read the note in the shadows.
  29. Lift the pillow to collect the knife and an appointment card.
  30. Use ID card to open panel opposite the calendar. Press the shadows.
  31. Collect the N card.
  32. Drop the flashlight into the shadows. Collect the ID card.
  33. Press the flashlight to turn it off. Press again to collect.
  34. Exit the bedroom.
  35. Use the knife to sever the electrical plug next to the bookshelf and/or settee.
  36. Combine the plug and the sparkplug.
  37. Use the 2nd keycard to get to the access panel by the door.
  38. Open the access panel. There's no power. Attach the sparkplug-plug combo to the panel keypad.
  39. It requires a password. Use the letter cards.
  40. Press the garbage bin to get closer.
  41. Press garbage bin to look down at desk.
  42. Collect J card.
  43. Collect Appointment card on the floor.
  44. Drop the pill bottle in the garbage bin.
  45. Read the note.
  46. Look at the settee.
  47. Press between the couch and the lamp closest to the bamboo plant.
  48. Collect the M card.
  49. Navigate to the view of the back wall with the bamboo plant, gun, globe and image of Jimi.
  50. Collect the appointment card in the shadows beneath the gun.
  51. Navigate to the globe.
  52. Press the globe. Collect the I card.
  53. Drop the colored cards in the slots next to the globe/lamp to find the password. (JIREI)
  54. Use the second keycard to open the door.
  55. Explore the hallway to gain more insight into Jace and her interpersonal relationships. This is optional.
  56. All that remains is to head to the Operations control center to exit the session.
  57. Go to Church's office. Collect the gun from beneath the lamp-stand. Collect the ID card from the shadows on Church's desk.
  58. Use the keycard to enter Operations.
  59. Proceed to the monitor and read the conversation transcript. Follow instructions to exit the session.


     


     

    Please complete the survey provided. Also, please take a moment to comment on this blog with your feedback.

    Thanks so much.


     

    Kayneisha


 


 


 


 


 


 


 


 


 


 

Monday, June 8, 2009

Version2.0

So I decided that I would revamp the game…over two months ago. I started in March, started re-rendering my assets…Its amazing how different it looks once you have a little knowledge about lighting. I've finished re-integrating the flash files, just have to patch together the dialogue and we're all good.

Wednesday, September 24, 2008

Back to Work

OK, here's how the story is going. I had to run over to London from Palm Beach in order to submit coursework for another module. One of my reasons for going to London was to complete my project and write the 6000 workd paper. Unfortunately I had a setback. A month or three of insomnia can sort of cause that. Strangely enough, it's only 3 weeks after my return that I finally feel like I've gotten over my jet lag. So now it's time to get back to work. I met with Che before leaving London, and determined some areas that need to be improved upon, after showing him what might have been my final project (aka my alpha version). I also solidified topics to be discussed in the paper.

I need to address my design choices, and also to think about how I can improve the interface for my game. I need to discuss the importance of community in this type of game.

So, like I said, back to work. I'm adding a few more of the rooms that I had originally intended. They were cut from the alpha version. I've created a template that will be used for the offices, medical, and laboratories. Other rooms, such as the lobbies, will be recycled from the title sequence. The Lobby, Grocery Store, Alley and Woods will be newly created.

My assembly process for the alpha version was pretty streamlined. I created the room and then set up the virtual cameras. The second time around, room creation should be easier and more like an assembly line production.

Each type of room will have a set amount of furniture and props that will be rearranged and will have different colors in order to create variation. A list will be provided.


More, later.

Saturday, September 20, 2008

Hints, Hints, Hints

Hi. Some have said that the game is a little, hard. The nature of Escape Room Games is difficult puzzles. Another aspect of this online game, is the community. Players help each other out and share hints, clues, piece locations, and walkthroughs. To that end, I'm including a few hints that should bevery helpful.

Hint # 1 Numbers are very important in this game. They are hidden and implied in both the story and in the items as they are examined.
Hint # 2 The Lamp - Try turning the lamp on and off a certain number of times.
Hint # 3 Codes - Numbers, numbers, numbers.
Hint # 4 Find the Letters - Some letters can only be accessed after other items are found and secret compartments opened.

Players, please feel free to post any clues that you find. Can you make it out the front door? Is there anything after the door? More rooms are in progress.

Monday, September 1, 2008

Testing, Testing. Testing..,

Bloodlines is ready for testing (It's late, but in a playable stage). There are some obvious changes that need to be made, such as adding a preloader, and cleaning up some of the action script. But here it is at my site .


Please take a few minutes to give some feedback on the game by posting a comment.
For record, please list your first name, last initial, gender and age, nationality and highest level of education completed (i.e. Kay W., F 29 , USA, BA)

The Query:

Did you find the game playable? (Yes) (No) (I didn't understand it)
Was it enjoyable? (Yes) (No)

Please list any issues you had with gameplay:
Were you able to discern a the story?
Were there any major annoyances?
Do you have any questions about the game?

Thanks,

Kayneisha

Saturday, August 30, 2008

All,

I've been diligently, and sleeplessly working on getting this project out. I realized some time ago, that in planning anything in general, I have a problem with scale and scope. I think big. Luckily for me, I also have a problem with obsessively making contingency plans and with making component parts during preproduction. All that's left is the final assembly and testing. I scaled back to the basic escape room game with strong narrative elements. The Demo is a portion of Day 1 in the game's 28 day cycle, and gives a idea of navigation and play for the game. If you have no idea what an escape room game is, check out Jayisgames.com. If you have no idea what a visual novel is (the other influence on my project) check out Renpy, or the wikipedia entry on Visual Novel adventure games.

Best,

K

Friday, August 15, 2008

Bloodlines Title Sequence

OK, Here's the title sequence I created for Bloodlines. This looks very rough, and is. It was created to fulfill course requirements for Digital Video Production. I'm not satisfied with it, and may revamp it for the final version (of the MA project) or not use it at all. Please note that I'd attributed the title theme to Trent Reznor of Nine Inch Nails in my bibliography and on the original video. This is incorrect. The music is actually sampled from the track "Lucky You" by the Deftones. Both versions will be uploaded.

video

The New


video

The Old

There were to have been more dialogue and more intricate video transitions to this piece. The project brief was to create a sequence of video footage that exemplified Lev Manovich's ideas of the avant-garde and special effects, as well as Bolter and Grusin's ideas of the dual logic of remediation. Unfortunately because of the insanity that is insomnia combined with jetlag (I hopped a transatlantic flight to deliver the work in person), many of the details got flushed away. The sequence was initially designed to be a narrative journey through Alberti's window, as the story for Bloodlines was visually introduced. In someways it succeeds, in others it fails. However, in essence, I do believe the video does follow the brief through the use of digital compositing and editing techniques, cutting, and the use of montage/collage effects, which are all examples of remediation of the techniques of earlier art forms(painting/graphic design, esp. the avant-garde of the 1920's).