Luminator[G2]: Team: 22 by 7

Game Name: Luminator: Set the wrong turn right
Team: 22 by 7 (Pi) Because we are irrational.
Members: letsplay, expertcoder, student89

You are a person alone with your car in the dark.You are stuck in this scary maze of a forest where you keep going the same way again and again. You need to find the correct path outside as soon as possible because you feel there is someone breathing down your shoulder. As you go deeper into this maze, crazy things start happening to you. You start to starve because of lack of food, your car is running out of gas and you see that the environment around you behaves abnormal as compared to normal.
As the game progresses you find clues on the way that lead you to the correct path. These clues were laid there by someone. Does he want to direct you somewhere? You have no option but to follow them. There seem to be traps on the way blocking your path. Magnetic resonance fields, whirlpools, quicksand, hunters nets. There are also sources of fruit for food. You can collect certain things in your inventory and keep them for future use.

Fun Aspects:
The fun aspect of the game is a mix of survival and logic along with avoiding traps and maneuvering through a maze in the night with a person trying to kill you. You will encounter him and will have to kill him using only the resources available to you. The concept is to create multiple paths to the end and randomize these for greater replayability. The goal is to escape the forest alive.

Core Mechanics:
The core mechanics of the game include using WASD to move and mouse to give the orientation. We will be using a first person controller to achieve this, but we also want a view third person view of the truck and the environment. So, we will use a camera toggle. We will add a timer to the like of gas running out or you starving to death if you do not complete certain milestones/clues on time. Clues will be placed at strategic locations in the game to help you along. The traps are set in such a way that they change the player movements. The traps might momentarily put you in a swirl because of the magnetic resonance fields or might make you sink because of the quicksand. You can get caught in a net and swing in the air. All these movements will involve the physics engine. The environment interactions are also taken into consideration where the player will have to figure out ways to interact with real life things to add to his inventory. Example: Bang into a fruit bearing tree to make fruits fall and gain food.

Individual Responsibility:


  • Maze and pickup objects creation
  • Moving door trap and motion inside
  • Net trap and swinging motion
  • Game finish states’ implementation
  • Final player and non-player animation and player view change
  • Clues and path choosing algorithm


  • Environment and basic motion setup
  • Quick sand trap and sinking motion
  • Camera shake and environment effects
  • Game finish trigger implementation
  • Windshield effect and player inventory
  • Clues and path choosing algorithm


  • Basic collision with trees and other objects in the environment
  • Magnetic field trap & swirl motion
  • Sounds (background, collision, trap trigger effects)
  • Tree-collision effects (onset and after)
  • GUI displays (scoring, start and end screen, instructions, health)
  • Fruits falling physics
  • Clues and path choosing algorithm

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