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Bad apartment: game concept

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Longread translated automatically
Finalist of the competition

Reality  — this is  something fragile and  moving, it  constantly changing. People are all huddled by the time they’re used to it, but the world is .nbsp; not .nbsp; asks for permission from the .nbsp; when they make adjustments.

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Objective of the project

The goal of the project is to create an interactive simulation of the space <laqua; ungood apartment» Bulgakov, and namely — game experience, in  which has a familiar idea of nbsp; space, time, and  cause-effect relationships break. The player ceases to interpret the world as a fixed and a fixed and a predictable, and  becomes aware of it as a moving, ambiguous space. The project &apos; s secondary objective is to create a sense of anxiety and  loss from nbsp ' . To create a sense of discomfort in  player for  calculation of absurd filling and  unnaturality of events in  locations, not  using « emptyness».

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Cor-fichi

Changing Space through Perception

The player has an impact on the  the space form in  the dependence on the  the camera position and  the class from which he  looks at the  object. Under  the defined angle of corridors becomes shorter or  the length of the air objects can be captured like  only the camera starts repeating them  the motion vector. The objects are increasing or  reduced in  dependency on  which is how far away from  the player keeps them.

Change of items out of the context

Items in the  each room can be taken from the  parts and  combine with the  others, regardless of the  their  reference functions or  logic. For example, to remove the clock and  to connect it to the machine with  to switch from the  to stop the movement of  to time in the  specific room.

Ability to capture part of space

In  the number of tools available to a player is the chalk that he’s  can shape the part of space that he’s  wants to record so that it’s  not  it’s changed from  it’s a change of perspective or  the location of the camera. U memel has a limitation, his  the number in  the hand is gradually decreasing by  the amount of line drawing, and  how much of it is left on  the given moment is displayed on  the top of the screen.

Cor-gamle

The player moves on to a non-linear plot, exploring the absurd, distortionary space of the apartment in&nbsp, which the main hero’s partner disappeared. The game combines in  you have research, spatial puzzles, and  free manipulation of objects — at  that makes the self-image of the player a key tool for passing. Visual and  sound frauds, lack of conventional orientations and  violations of the logic of the world become the basis of the game challenge. Periodically, the player finds traces of a partner: notes, scraps of replicas, leftovers of things — they  move the story and  simultaneously serve as clues.

Game world

The game world  is an apartment in  a natural space consisting of a number of rooms (hospital, office, kitchen, bedroom and  corridor), the filling of which is chaotically changing among themselves. Every once in a while there’s fires, and there’s floods, and there’s sometimes, and there’s all kinds of absurd things: part of the furniture hangs in the air, the rooms turn upside down, the park suddenly disappears from under the foot, and the codes become infinitely long.

Structure

The player solves puzzles in  room frames to go to  follow and  move on to  plot. By  the hero’s pass is gonna get new clues to find a missing partner.

Story

The action takes place in the 'nbsp; Moscow of the 1930s, in the 'nbsp; apartment on the 'nbsp; the Great Garden, which became the epicentre of mysterious disappearances. The chief hero  — the militiaman aimed at  finding a partner who disappeared after that  like  that’s  went to » not good» the apartment where the strange tenants settled. By diving into  an investigation, the hero is confronted by the characters that go beyond  the parameters of the ordinary: beyond  the pears are silhouetteed by a silhouette talking at&nbsp0; the cat, at&nbsp1; the shadows are ploughing through the figures in at&nbsp2; theatrical masks, and at&nbsp3; at&nbsp4; the walls are leaking inscriptions resembling the phrases at&nbsp5; the writing. The space lives according at&nbsp6; its at&nbsp7; — time at&nbsp8; logic here is distorted, at&nbsp9; cause-effect relationships are that&nbsp0; they work as usual. The task of that&nbsp1; — that&nbsp2; simply to find a partner that&nbsp3; to preserve reason, that&nbsp4; that&nbsp5; that&nbsp6; to repeat the fate of that&nbsp7; who has dared to seek the truth that&nbsp8; Volland that&nbsp9; like&nbsp0; whip.

Narrative

Some of the objects combined with the player can ' laquo; survive ' raquo; and  reproduce events of the past. For example, in  a pocket mirror player will display an episode of  an interview scene. Chief hero — investigator, man of logic and  order, which is used to looking for rational explanations for everything. But it’s called the 'nbsp; makes it vulnerable in the 'nbsp; the world where 'nbsp; logic is no longer  it works. It’s in  reflected in  cork-fiche with  the ability to capture part of space: it’s literally trying to limit chaos by recording reality, but  and  here it is facing  limits. By  the player can hear «eho  previous events» — slices of the partner ' s speech that sound distorted, sometimes backwards. In  some mirrors are reflected by to  that  happened in the  room up to  the arrival of the main hero.

Interactor

The player solves puzzles through experimental interaction with  space and  objects within it. He’s going to fix part of the location, look for an angle of view that will allow impossible distances to pass, change it, so  so that parts of the objects will be reunited (a door divided in half becomes whole). The player interacts with  the interrier, influencing  the event around himself — so  time stops allow fire in  room not  grow — combine objects to give them  new properties and  move forward and p.

Scale

The game has a moderate replayability due to the non-linearity of displacement and the ability to solve many puzzles in different ways. Space variability allows for the opening of alternative routes, part of the  which the player could  skip during  first pass. Add to  the multi-player game is not  it is possible not  only because the project ' s idea is about the personal perception of reality, but  and  on  the reason for the technical inability to implement the corfiche for  more than  one player. Along with them  the concept of the project perfectly supports the scaling up of content in  the species of individual DLC, rooms that can be added to  the apartment in  the flow of long after release.

Bad apartment: game concept
Project created at 29.06.2025