Overall System Design

Hazard Types:

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:

  1. Getting nothing. “No hazard found.”
  2. Show stats on already fixed hazards.
  3. Getting hints on fixing hazards. Players can then scan other items or grab/reposition items with their right hand.
  4. 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.

  1. Grabbing & Release: players can grab an item from a short distance by holding down the trigger. The item will then fly 
  2. towards and stick on players’ right hand. They then release the button to release the item.
    1. The item will snap to the desired position if it’s released at the right spot.
    2. The item will drop and respawn if released at a random position.
  3. 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.
    1. The item will snap to the right position if it gets close, regardless of whether players released or not.
    2. The item will remain at their current position if it’s released before reaching the desired position.

Modularized Scenarios:

There will be a master menu where players can choose scenarios. The functions include:

  1. Choose between single scenario mode or multi-scenario mode.
  2. Choose how many scenarios players wanna do.
  3. 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
  1. If players scan on a hazard (no matter what the type is),  it will not consume energy.
  2. If players scan on places where there’s no hazard at all, it will consume 1 bar of energy.
  • Refill Energy
  1. As long as the energy isn’t full, the bar will refill itself slowly (approximately 0.25 bar per second).
  2. 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
  1. The energy bar UI should change color when all energy is running low (eg. blue to orange).

Tip System

To prevent players from getting stuck, there will be a tip system that randomly drops tips to players and thus assists them.

  • Tip Pool
  1. 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
  2. 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.
  3. All tips that have already been shown will become unavailable in the pool.
  • When to Drop Tips
  1. 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.
  2. 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.

  1. There will be a message SFX.
  2. The VO will say something like “you’ve received a new message”.
  3. The controller (where the scanner is on) will rumble.
  4. A big text box shows up on the scanner with the texts and images.
  5. Players can pull the trigger to dismiss the text box.
  6. After that this tip will be considered as shown and become unavailable.

Feedback:

At the end of each scenario, players see feedback about their performance. The feedback includes:

  1. The total amount of time they spend in the scenario.
  2. A checklist of hazards they identified or missed.
  3. UI buttons for what to do next.