Depending on the actions that need to be done to fix them, each hazard will fall into one of these three categories: Add, Reposition, and Replace.
Scanning & Grabbing:
Players have their two hands performing different actions. Depending on hazard types, players need to use the different tools on their hands to deal with them.
Left Hand Scanning: players use their left hand to scan items in the environment. There can be four types of outcome:
- Getting nothing. “No hazard found.”
- Show stats on already fixed hazards.
- Getting hints on fixing hazards. Players can then scan other items or grab/reposition items with their right hand.
- Getting hints and show options for hazards that need replacement. Players can then make selections and place them with their right hand grabbing.
Right Hand Grabbing & Dragging: players can use their right hand to directly interact with items that involve hazards of Add or Reposition type.
- Grabbing & Release: players can grab an item from a short distance by holding down the trigger. The item will then fly
- towards and stick on players’ right hand. They then release the button to release the item.
- The item will snap to the desired position if it’s released at the right spot.
- The item will drop and respawn if released at a random position.
- Dragging: players can highlight an item from a short distance by holding down the trigger. They can then move their hand to reposition the item. They can release the button to release the item.
- The item will snap to the right position if it gets close, regardless of whether players released or not.
- The item will remain at their current position if it’s released before reaching the desired position.
There will be a master menu where players can choose scenarios. The functions include:
- Choose between single scenario mode or multi-scenario mode.
- Choose how many scenarios players wanna do.
- Queue up scenarios.
At the end of one scenario, players can choose Replay, Back to Menu, or Continue to the next scenario.
Energy Limit on Scanning:
To prevent players from exploiting scanning, there will be an energy bar next to the scanner indicating how many times players can use scan. The energy bar starts with 3 bars.
- Consume Energy
- If players scan on a hazard (no matter what the type is), it will not consume energy.
- If players scan on places where there’s no hazard at all, it will consume 1 bar of energy.
- Refill Energy
- As long as the energy isn’t full, the bar will refill itself slowly (approximately 0.25 bar per second).
- If players use up all three bars of energy, they won’t be able to use scanning until the entire bar is filled.
- Other Details
- The energy bar UI should change color when all energy is running low (eg. blue to orange).
To prevent players from getting stuck, there will be a tip system that randomly drops tips to players and thus assists them.
- Tip Pool
- For most hazards in a scenario, there will be a corresponding tip (pure text or text & image). All tips will be available at the beginning.
- When a hazard is fixed, if that hazard has a corresponding tip and the tip hasn’t been shown, the tip will automatically pop out.
- All tips that have already been shown will become unavailable in the pool.
- When to Drop Tips
- If a player hasn’t been able to fix or identify any hazard for 1 minute, a random tip from the available tips in the pool will be dropped to the player.
- In other words, the timer gets reset whenever a player fixes a hazard or finds a hazard through scanning.
- How to Drop Tips
This is a sequence of events that will happen when a tip is dropped to players.
- There will be a message SFX.
- The VO will say something like “you’ve received a new message”.
- The controller (where the scanner is on) will rumble.
- A big text box shows up on the scanner with the texts and images.
- Players can pull the trigger to dismiss the text box.
- After that this tip will be considered as shown and become unavailable.
At the end of each scenario, players see feedback about their performance. The feedback includes:
- The total amount of time they spend in the scenario.
- A checklist of hazards they identified or missed.
- UI buttons for what to do next.