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- Remember to place the movement nodes(portals) directly on top of the pathnode, otherwise it wont work.
- make sure the next/previous pathnode is not too close to the movement node(portal) otherwise the portal wont activate as well.

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Are we all creating the level on our own as practice like last time? Yes right?

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- just a suggestion.... maybe can get him to teleport to back to room 1 or starting room where he conclude his day then the game if completed....  for him to clock out

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1.  Game starts with PLAYER(Doctor) getting called into a room (via speaker) - this is Generic Room 1

2. Once in GameRoom1, NPC1 tells PLAYER to collect 2 x Objective items.

Once completed, backtrack and talk to NPC1 who will tell the PLAYER to move to GameRoom2. (2 objective items collected)

3. In GameRoom2, same concept. NPC2 tells PLAYER to collect 2 x Objective items.

Once completed backtrack and talk to NPC2 who will tell the PLAYER to move to GameRoom3 (2 objective items collected)

4. In GameRoom3, patient has already died. NPC3 tells you to collect the Hazmat bin to dispose of the patient. (5th and Final objective item)

Once you have all 5 Objective Items, a portal appears and you go back to the first room. Ending dialogue plays and game ends.

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intercom(Hidden NPC): Calling Doc X. please rush to the A&E. Code Blue. I repeat Code Blue.
- Logic: when player enter, start dialog
- place hidden NPC in front of player spawn

Choice A:
Rush to Emergency Dpt2
Choice B:
Ignore and walk to locker Room

Choice A:
Doctor: " Looks like it is an emergency, i better hurry there.
Reward: Movementnode1 obtained!
- Logic:
- When (Movementnode1) = 1, (movement node 1) visible
- player will follow pathnode and walk into movement node to be teleported to the game room 1(Emergency Dpt2)

Choice B:
Doctor: " Im not the only doctor here, someone else will respond. Lets sneak a break in the locker room.
Reward: (Movementlockerroomnode1) obtained!
- Logic:
- When (Movementlockerroomnode1) = 1, (Movementlockerroomnode1) visible
- player will follow pathnode and walk into movement node to be teleported to the locker room.

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Doctor, please rush to room location 1, a patient is dying and needs your help NOWWWWW!

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- Optional if the player chooses the movement node with the NPC chaser in his path)
- Player Consciousness: " What are you doing here slacking? There are lives to be saved! Hurry up and go back!"
- Logic: On player enter, start dialog
- Place hidden NPC in front of movement node

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1) Hospital Entrance
2) Locker Room
3) Emergency Dpt2
4) Organ Dissection Lab

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1. Escape room style story
2. Use path nodes and movement triggers for navigation
3. You must find 5 objective items to escape
4. Use at least 1 dialogue to acquire an objective item
5. You may use multiple objectives to complete this game.
6. Have at least 3 rooms to navigate between.

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Wee Leong
Leon
Kei Hong
Zul
Jasper

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- Player Avatar
- Player conciousness
- 5 objective items to escape
- NPC to acquire objective item:
- kidney
- medicine trolley
- Hazmat Bin
- First Aid Kit
- Wheelchair
- Pathnodes
- Portals

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Location 1 & 2(Emergency Dpt2, organ room)

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Location 1 & 2(Emergency Dpt2, organ room)

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- After going through the movement node, player will end up at the entrance of location 1(2)
- player then will initiate dialog with NPC, and the movement node spawn item will be removed
- Logic:
- when player enter, start dialog
- remove (movementnode1)
- place NPC in front of pathnode

- player then follows the pathnode to 2 locations in the room to pick up the items.
- Logic: on player enter, pick up

- once player has both items, move to last pathnode and initiate dialog with NPC
- Logic:
- when player enter: if inventory item1 = 1,
item2 = 1; start dialog
- Reward: movementnode2 spawn
- When inventory item1 = 1, item2 = 1, NPC visible

- this logic can be used for the first 2 rooms, and will ensure that the player cannot leave the room until the items are picked up

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1) Have NPC interact with character while character is following the nodes to clear objective

2) Hospital themed setting

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- Plot twist: if player has chosen to go in the locker room in the beginning, he actually saw himself inside it (his consciousness)

- After going through the movement node, player will end up at the entrance of locker room
- player then will initiate dialog with NPC, and the movement node spawn item will be removed
- Logic:
- when player enter, start dialog
- remove (movementnode)
- place NPC in front of pathnode

- Nurse: " Doctor, someone just reported a dead body here. We have to transfer it to the morgue. However, since the cause of death is unknown, its better to move the body in a proper manner. Please use the Hazmat Bin at the corner."

- Player will follow pathnode
1) pick up Hazmat Bin
2) move to dead body
3) move to NPC

-Logic:
- when player enter; if inventory hazmat bin = 1, start dialog
- Reward: movementnode spawn