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Part of this change came about how he was able to create Impossible Object spaces within the Unreal Engine, which came about as a result of a 'rookie error' in coding. As Bruce iterated through its design, he dropped the combat portion and chose to focus more on a single-player puzzle game along with the psychology of the puzzles, eventually adding the subtitle 'The Journey of Life' in 2009. Bruce developed the game using UnrealScript with the Unreal Engine 3. Full development of the game, initially called Hazard, did not start until 2009 and continued into 2010. At any point, the player can jump back to the first room, and use the map to navigate to other areas this resets any progress made on specific puzzles though the player retains the guns they have obtained.Īntichamber started as early as 2006 as Bruce's idea for an arena combat game based on expanding the mechanics of the game Snake into a multiplayer experience. After most puzzles are signs with the forementioned iconographs which can be activated to give a hint about the just-completed puzzle. Certain areas in the space are dead zones that remove any blocks stored in the gun or prevent blocks from moving through them. Other guns can be used to 'grow' new blocks by placing blocks out in specific patterns, to direct a connected series of blocks towards an objective point, and to mass create and fill an area with blocks later guns retain the abilities of the earlier ones. Initially, the gun can pick up any number of small cubes, storing them, and then place them on surfaces these can be used to block the aforementioned laser beams, or used as platforms for the player to get over obstacles. Later, the player gains access to a series of colored 'guns', each which helps the player access more of the space.
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Initially, the player can trigger these themselves.
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Laser beams are used as mechanisms to control various doors these may either require the beams to be blocked or unblocked, and many doors require multiple beams to be in their proper state to open. Puzzle elements in various chambers involve maneuvering themselves around the spaces, where level elements can change after passing certain points, or even based on which direction the player is facing when traversing the level.
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