- Originally the stick figure that serves as the "ghost" was supposed to be a placeholder. One of my teammates contacted someone they knew that was taking Graphic Design at the GACTC to
make a design for the "ghost", but due to poor communication on my part, he kind of suggested his own thing. The background of the images weren't actually transparent
and I felt that the designs didn't really fit within the game at the time anyway. I also didn't want to burden the artist during the second week (the last week) of KodeKlash, so the
placeholder ended up being used in the final version.
Below are the designs by Emma Hatch that weren't used.
- When you solved the riddle by entering the correct username and password in the computer (for the code to the closet), you used to be greeted by a mini game which
at the end would display the code to the closet's combination lock. It ended up being scrapped as I later felt that it did not fit in the game and I couldn't
figure out a way to make it serve any sort of purpose, and my teammates agreed that it was probably best to scrap it when I brought it up to them.
Here are the sprites that were made by Steve Crum for the mini game.
- For whatever reason at the time, I felt the need to include some "easter eggs" within the game. There is at least three that I can recall. One which is the ghost having a 25% chance of appearing in the start menu. The second being when you first leave the hallway and make it to the next section of the game, there's a 1 in 9 chance that you'll see the ghost peering at you from the boarded off area. The third is a sound that plays that I won't spoil, but it is in the hallway and if you interact with the right object, you'll hear it.
- The images featuring the "ghost" are not the same images used for displaying the rooms without the "ghost". The only time the "ghost" is a seperate image that is displayed over a background image is for the easter egg on the start menu. The reason I did it like that was because I wanted it to look like it was actually within whatever room the player stumbled into. It probably wasn't efficient, but it probably wouldn't have looked as well and the way I envisioned it if it was a seperate image over another. I ended up doing the same thing for Intrusion (The project I worked on for KodeKlash in 2025).
- After unlocking the safe in the room (in the section of the game after the hallway), you may notice that it looks different and that's because there is a difference. In
fact, you can see that the safe is unlocked when you're in the room and even the "ghost" will appear in a different position if it appears in the bedroom.
Refer to the images below
- The map used within Rooms was something I set up in Roblox Studio and all the screenshots (that'd be used for the images) were taken within Roblox Studio as well.
Below are screenshots taken during the development of the map in Roblox Studio
- There was originally a third difficulty called "Endurance Test", this did not end up being in the final version because I was not sure what to do for the 3rd ending and it was nearing the end of the competition. At that point, I decided to remove the third difficulty and focus on polishing the game.
- Another fun fact regarding the difficulties is that I initially considered having the second difficulty "Challenge" last 5 minutes and having the 3rd difficulty, which wasn't in the final version, last 10 minutes. Obviously, I didn't go through with that as I worried the game would be "too much" or too challenging for other people, especially the KodeKlash evaluator (if I recall, he didn't complete the game anyway as he didn't notice the flashlight icon for the gremlin).
- At the start of the competition, I knew I wanted to improve on the things I've learned from working on and from the mistakes made during the previous KodeKlash. (Ex: The complaint that the arrows weren't always visible enough was a common one in regards to Room - Final, so I made sure to make the arrows be extra visible while still fitting with the game's style.) However I didn't want it to just be a copy of the first KodeKlash project I did, I wanted it to be distinct and its own thing. Both my teammate and I weren't sure what to do for the gameplay, but I did already start working on getting images regarding the map and the code for moving around done while we were thinking it over. One of the first ideas I had for the gameplay was to have a set of items which the player would have to retrieve and go back to the "safe room" with (first room that the user is in when they start the game) while hiding from an intruder and ensuring that the front door stayed closed. It was either that or fulfilling various tasks. There was another idea though where the player would have to check if the rooms were altered and it also included searching for a creature if a bell was heard. Though those ideas didn't make it into the final version - the ideas regarding hiding from something, keeping the front door closed, and searching for a creature if a bell was heard did make it in.
- The design for The Warped did not manage to be fully finished as my sister had become increasingly busy with schoolwork during the second week of KodeKlash.
She did try to polish it up a little though before sending it to me so that I could put it in the game. Originally the design for The Warped was planned to be a
tall, skinny figure with grey skin, and the region where the stomach should be essentially not having any organs so it'd just be nothing but skin and spine in that
region, but it'd have a little bit of muscle on its forearms with big hands and long fingers.
Below is the design of The Warped by Eva Wicker that made it into the final version
- Originally I planned to have the windows be another element, like the front door, that the user would need to keep shut. However the windows for the model of the house weren't designed in a way that I could make it look how I was envisioning it. Since I ended up deciding to not have the windows be involved in the gameplay, I didn't see a reason to work on an outside area so I tried to obscure the outside (I was planning to just have the outside be completely dark). But again it didn't look the way I wanted it to so I eventually decided to just have the windows be boarded up which would later tie in with the mechanic of scaring off the gremlin to "prevent it from removing the boards" which would allow "malicious intruders" (The Warped) inside.
- If you look in the Resources file for the project, you'll see that there are two audio files regarding a bell: TheBell.wav and Bell.wav. TheBell.wav was originally the sound that'd be heard when there was a gremlin, however the thing with C# in Visual Studio (Windows Forms .net at least), is that if there's a sound playing and then you play another, the sound you most recently played will interrupt the sound that was playing before. Now even if I could have multiple sounds play without interrupting each other I wouldn't want it to overlap with the sound that'd play to signal that the player can come out of hiding after an encounter with the old man. Of course, I could have had it "pause" everything in the program when it plays the sound, but firstly that doesn't pause the timers (from what I remember for the old man and front door) which would cause obvious issues if the player had only 2-3 seconds left to counter the old man or front door, and secondly it'd be real annoying to have the game freeze for 3 seconds everytime the gremlin would appear in one of the rooms. I ended up opting to switch it to a different sound, that being Bell.wav. Though I do have it "pause" everything to play Bell.wav, I'm not worried about it being an issue because if you open the audio file, you'll notice that it plays for less than a second.
- Fun fact, the location you play in Intrusion is supposed to be a house in limbo.