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Electronics and software for an arcade escape room

February 22, 2018

We were to do several tasks:

  • To produce game electronics for 6 different rooms;

  • To merge all the electronics into one network;

  • To develop software for all 6 rooms;

  • To make it possible to show key game information on a screen in each of the rooms;

  • To work out a solution, which allows several teams to play at a time (rooms are organized in a sequence).

 

This is not just an escape room in its classical meaning. This is an arcade escape room. This means that players should not only find the way out (solve puzzles in all the rooms), but also gain maximum amount of points. That is why points should be stored on a server.

Each team has its own card with a unique number. At the beginning of the game the operator registers this information (on the server). In front of each room there is a reader, which is connected to the network. When players scan their team's card with a reader, they open and activate the next room. The 6 rooms are organized in a sequence. There is a check there: room 3 won't open, until all the puzzles in room 2 are solved.

All the information on the server and, therefore, in the interface of the program, which we developed, is updated constantly and reflected on-line. All changeable parametes of the rooms can be easily regulated by the operator with the help of the program.

 

 

Sequence of the rooms and logic behind it

 

Room №1. The players should catch the balls, which are falling down.

We developed the following solution: 

  • The mechanism, which throws the balls;

  • The mechanism, which calculates a number of the balls, which were thrown;

  • The mechanism, which calculates a number of the balls, which were not caught by the players;

As a result, the players get points for the balls, which they caught, and lose points for those, which they didn't. 

  • The liquid-cristal display with the information about the room for the players (name of the room, name of the team, number of thrown balls, number of missed balls, the final result).

 

Room №2. The players should turn off the luminous balls, which are hanging in the air. 

We developed the following solution: 

  • The mechanism, which allows to count the luminous balls;

  • The mechanism, which allows to count the balls, which were turned off;

As a result, the players get a certain number of points.

  • The liquid-cristal display with the information about the room for the players (name of the room, name of the team, time left, the final result).

 

Room №3. The players should use balls to hit a target. 

We developed the following solution:

  • The mechanism, which calculates how many times players hit the target;

  • The target is divided into several zones; 

When players hit the target, they gain ponits. The number of points depends on a zone, which they hit.

  • The liquid-cristal display with the information about the room for the players (name of the room; name of the team; time left; how many times each of the target zones were hit; the final result).

 

Room №4. The players should make lines with the help of game blocks. 

We developed the following solution:

  • The mechanism, which allows to count the number of ready lines;

As a result, the players get a certain number of points.

  • The liquid-cristal display with the information about the room for the players (name of the room; name of the team; time left; number of ready lines, the final result).

 

Room №5. The players should find and push buttons in the room, register and count game objects.  

We developed the following solution: 

  • The mechanism, which calculates the number of pushed buttons; 

  • When the players push a button, a lock opens; 

  • The mechanism, which calculates the number of found game objects;

As a result, the players get a certain number of points (a sum of pushed buttons and registered objects).

  • The liquid-cristal display with the information about the room for the players (name of the room; name of the team; time left; number of pushed buttons, number of registed game objects, the final result).

 

Room №6. The players should scan their card with a reader and see their final result on a screen. 

We developed the following solution:

  • The liquid-cristal display with the information about the room for the players (name of the room; name of the team; the final result for all the rooms).

 

The architecture of the rooms:

The interface of the program, which we developed, allows:

  1. To see each room's status: activated/ in a sleep mode. This is necessary in case of a cable breakdown. The program checks all devices in each of the rooms. The operator sees, whether all the parameters are normal.

  2. To see each lock's status (open/ closed) and regulate it if necessary. 

  3. Each room has its own menu with settings. The operator can regulate changeable parameters of each room: play time, number of points gained by the team, number of thrown balls, etc.

  4. To see each team’s status (each status has its own color):

    1. The team has not played yet,

    2. The room has not been activated yet,

    3. The team is playing,

    4. The team has found the way out of the room.

 

  1. To end the game for each team in each of the rooms;

  1. To see a table with the following information:

    1. Teams;

    2. Rooms;

    3. How many points the team got in each room.

 

 

To do this project we had to do a number of extraordinary tasks. We gained a valuable experience in how to merge all the electronics into one network. 

 

Please, follow the link to watch the video:

 

 

Below you can see video, some photos and screen shots:

 

 

 

 

Thanks,

EcoDecor team

 

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