CORE GAMEPLAY

Core Game Loop

Core Gameplay Mechanic

Players cannot attack or counterattack, and there is no combat system in the game. Survival depends on moving, hiding, closing the door and interacting with environmental mechanisms. The player’s role is that of prey rather than a fighter.

Inventory & Item System

Interaction & Puzzle System

These two images demonstrate a cause-and-effect interaction structure. In Resident Evil 7, the player must defeat the first boss to obtain the Bull Statue, which is then used to unlock a previously inaccessible door.

Hiding Mechanic

The player can hide inside lockers to break enemy line of sight. Entering a locker interrupts active chases and allows the player to remain concealed until the enemy disengages.

Enemy Behaviour List

Enemy Perception System

The enemy enters a chase state only when the player is within its field of view, defined by both detection distance and viewing angle.

Chase Logic

Patrol Logic

The enemy follows predefined patrol routes across the map. The green ground markers indicate the patrol zones, implemented using UE5’s AI navigation and behaviour system.

Player Fantasy

The player is designed as a vulnerable explorer who gradually uncovers the hidden narrative through observation, evasion, and puzzle-solving.

Player Behaviour Rules

Physical Rules

Player Success & Failure Conditions

@ KEVIN LIU WSA GAMES DESIGN AND ART