Linger
2025
2025
Game Design and Programming (Blueprints)
I worked on several mechanics for Linger (my final year thesis project for my MSc in Computer Animation) with the best available to view below along with an explanation of the development process.
NPCs
Computer Terminal
Oxygen Mechanic
More details about the development process are available on my thesis website which can be viewed by clicking the button below.
NPCs
There were several NPCs that were present on the different levels of the project.
The guard roamed the first level and chased the player when they were spotted. (Fig 1: A, B, C)
The alien spore creature roams from one point to another. Its appearance is aggressive and hostile but it is passive. (Fig 1: D, E)
The alien creature takes on several different forms depending on what level they are on.
Chasing the player as they are aware of their location at all times. This is for larger environments where movement is not restricted and the player has several options to combat the NPC. (Fig 1: F, G, H)
Roaming the level and chasing the player when they were spotted, same as the guard NPC. This is for small, tight levels where movement is hindered by the environment. (Fig 1: I, K, L)
Computer Terminal
The computer terminal is part of an easter egg that rewards players for exploring the environments of the game. It is located in a dark room that has been overrun with alien biomass. (Fig: 1A)
The computer UI is quite basic with a small bit of lore present with a set of numbers along the bottom. This concept was originally a keypad system before it evolved into a computer terminal. It was based on an 80's style computer. (Fig: 2B)
When the computer is interacted with it will display the computer UI. (Fig: 2C)
The buttons with numbers on them have a set value. 0-9 are given the corresponding numerical value. (Fig: 2D)
The '*' button deletes an input and the '#' button checks the input with the correct code. The exit button exits the player from the computer and un-pauses the game. (Fig: 2E)
The documents are placed around the different levels of the project. This easter egg requires multiple playthroughs to complete. (Fig: 2F)
Oxygen Mechanic
The oxygen mechanic is a unique mechanic to the vent system in the project. It provides an invisible risk to the player with the only indications on the oxygen level being:
UI bar on left of screen, displaying the current oxygen level. (Fig: 2A)
Heavy breathing from player when oxygen falls below 20%.
The player is crouched in the vent system making them move slower. Visibility is low with the flashlight and impossible to see without it, making it a difficult navigational route.
When the player enters the vent:
UI appears displaying the Oxygen level. (Fig: 2B)
Player is set to be in the vent. (Fig: 2C)
Player movement is checked to see if it's above 0. (Fig: 2C)
Oxygen is drained when player is moving. (Fig: 2B)
Oxygen is regenerated when player is not moving. (Fig: 2B)
Player will breath heavily when oxygen falls below 20%. (Fig: 2C)
Player is killed when oxygen reaches 0%. (Fig: 2B)