The Last House
Roles: Systems, Gameplay, Level design and Set Dressing
DESCRIPTION:
The Last House is a First-person Point and Click Adventure game. The game takes inspiration from Silent Hill's PT. The development of The Last House was to demonstrate an interconnected system. The player starts inside a house that loops. The player cannot escape the house. Every time the player exits the house, the player re-enters the house. The objects in the rooms change for every loop. Events are triggered dynamically, causing spooky things to happen in the rooms.
Year: 2021
Platform: Windows
Genre: First-person Point and Click Adventure
Engine :Unreal
Brain of the system
Brain Door sending loop level to other objects
The game has one brain controller door that controls everything in the game.
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The brain sets the game loop state.
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Depending on the loop state, events trigger
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Some events sequential triggers after interacting with specific game objects.
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For example, in loop 2, the key is found on the ground. After interacting with that key, a book falls and triggers physics for newton's cradle to make a sound.
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The brain door triggers, re-locates, and spawn actors based on loop level.
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The brain even controls the power supply of the house that makes the lights flicker or switch off or put them in a damaged state.
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Loop 3 A time code spawns a time code. It is needed to set up a clock in the house. Setting up the clock adds blood decal and triggers a cut scene.
Mechanics and Gameplay
Player and camera movement:
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The player moves from one position to another by clicking the mist vapors.
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The camera pans from the current location to the clicked location by finding the world locations of the mist.
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After the movement the camera locks on a set perspective.
Object highlights and Interaction
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The world is filled with interactable objects.
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When player hovers the mouse on to the interactable object, the object is highlighted.
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The player can click the object which will bring the object in front of the camera. The player can click it back to put the object back.
World Narration:
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When the player interacts with objects a dialog box opens up telling a narrative through the player's perspective.
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When player interacts with the world objects, sometimes lights flicker, spooky sounds play, objects move suddenly.
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At a certain point, the entire room changes with blood splattered around.
Doors:
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In the game, doors play an importent role with the world events and narrative progress.
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The player is stuck in a house and on exiting using the final door, the player respawns at the level beginning and the world will reach next stage.
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During the 3rd stage, the game is at the ending with a puzzle clock.
Final Puzzle and cut scene:
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In the 3rd stage the player will find a note near the television that says a specific time.
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The clock will have its hands glowing showing the point of intrust.
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The player has to set the time as described on the note that will play a loud sound and trigger a cut scene.
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A hound will come of a room and kill the player.
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The has a tragedy game ending matching the story.