The Oxygen Design

Iteration 1

The video above demonstrates the first iteration oxygen system made in Unreal Engine 5.
Note: OxygenPerSegment has been set to a very low value for demonstration purposes.

Below is the design document for that system:

1 Summary

The oxygen system is vital in supporting the core tension and enabling progression, as it limits how much time the player can spend exploring per trip out of the station, giving consequence to using lower power levels and therefore lower speeds.  

2 Feature Breakdown 

2.1 Oxygen Supply 

The player’s oxygen supply is segmented, with each segment lasting a set amount of time. 

Segments will all last the same amount of time until the supply goes below a set threshold, where a low oxygen boost will be added. 

2.2 Running out of oxygen

Once the player’s oxygen supply reaches 0, the death sequence will begin:

  1. A vignette will slowly close in. 
  2. The sound of struggling breath is heard.
  3. The screen fades to black.

The player can still return to the station and ultimately survive this death sequence, as long as it hasn’t reached its end.

The duration of this death sequence is exposed for tuning (see section 3).

2.3 Oxygen Supply Reduced Feedback

When an oxygen segment is removed, the player will receive feedback to draw their attention to it. 

Feedback will be separated into standard and critical warnings, with critical warnings being triggered at set thresholds. 

2.3.3 Standard Warnings

2.3.4 Critical Warnings 

The warning sign will vary depending on the critical warning threshold:

3 Parameters

4 UI

4.1 The Progress Bar 

The player’s oxygen supply is represented by a segmented progress bar. 

4.2 Remove Segment Animation

To draw attention to the progress bar when a segment is removed, the segment being removed will flash red before entering the spent state. 

4.3 Critical Warnings

At certain thresholds, critical warnings will be triggered (see section 2.3 for details). 

4.4 Death Sequence Vignette/Fade

When the death sequence is triggered (see section 2.2), the player’s vision will start to fade. This can be achieved with a closing in vignette and/or a slow fade to black. 

This effect’s duration will need to be aligned with the duration of the death sequence, ensuring the player can still see some amount until the game is actually over.

5 SFX

▲ Back to Top