Hull, United Kingdom

Theme 3: 10 Seconds Or Less

Play The Twine Game Here: https://taminaion.itch.io/10-seconds-or-less

Download the Twine Game –>10 seconds or less<– Or download it here https://universityofhull.box.com/s/0h2lfa68rbuh1l1fhvzn3hl9kcrsamk2

DO NOT USE THE UNDO BUTTON WITHIN THE GAME!

That’s three ways to play now be warned there are spoilers ahead for how the game works and the story.

Now before I talk about how I created this game lets first talk about the things I now see that I missed so when creating it I got caught up and confused in places so Its only natural that I missed some stuff as I burned my brain out such as in areas there is either missing text or I forgot to make a image for that section and I could edit it to have these things but the main path works so its not a massive loss.

The only other thing I could find that does not work the way I wanted it to is the undo button messes with the counter in areas so the gameplay does not make sense if you use it and I’m not sure if you can remove it or not but Its a little late to look into it now.

For this theme, I decided to try my hand at a text-based Twine game with visual elements to give the short story an atmosphere I accomplished this by creating quickly modeled assets in blender then texturing them quickly in substance painter I think they added to the story and made you see what it is you are actually doing better than if I scrapped the web to find images that vaguely relate to how I want the story to go.

I knew from the beginning that I wanted the story to roughly go as such (player wakes up, gets thrown into a event that means you need to be quick, goes threw a few rooms solving puzzles, and then escape) Sort of like a knock off of a SAW movie.

The first thing I Did was watch the tutorials stuat had provided to quickly learn twine boot it up and create my first set of paths to figure out what kind of story narrative I was going to choose I also completely forgot to take screenshots while I was making this so All I have are the completed ones.

As soon as I started typing in my first sentence I knew The narrative I wanted to make was going to Involve a bomb in the first room where the only way to get out is to activate the bomb or be locked in that room forever so with that in mind I began writing the story I knew that each major choice would remove 1 second from a countdown timer that started at 10 seconds hence the 10 seconds or less theme so I created a timer

“(set: $counter to 9)
You have |amount>[$counter] seconds left!”

and for any choices that I wanted to influence the timer I used 

(set: $counter to $counter -1)
You have |amount>[$counter] seconds left!

This created a simple system to remove seconds from a ticking clock whenever I wanted to all that was left was to create the choices so I decided that there would be 4 rooms each with a little puzzle you have to solve to get out of there each while managing precious seconds to eventually escape alive.

Room one was a simple puzzle in which all you had to do was start the clock by touching the device.

Room two was slightly more challenging as you have to push the buttons in the correct order or you will die.

Room Three is my most ambitious room and is the room that confused me so much I made that into a whole ending on the screenshot titled room 2&3 you can see a million paths that all sort of jump around this is because there is only one right answer and the others are to confuse you and waste those seconds.

Room four was the most simple room if you follow the plack to the letter since you only have to push one of the five buttons.

Because I decided that there would only be one way to finish the game and live I made a set of branching paths that lead to the Bad End Pathway once you are on this pathway you can not leave it unless you die and restart either at a checkpoint or the beginning even of you make it to the end of the game and are about to leave you will lose and I designed it to be this way.

Below you will find all of the images I rendered to make this game I decided that to make it seem creepier and have to put in less lighting and detail I would fill the room up with fog and I think this worked quite well even if sometimes its a bit inconsistent.