This is a Mission Maker game that I’ve produced. You can download it here (along with the free Misson Player software):
You can view the following video screen capture of the entire game being played. However, if you are thinking about playing it, I suggest you try out the game first as it won’t be very challenging if you already know how to do everything.
The students in our school’s IT team and English Awards Scheme (a kind of English club) created an insanely difficult thirty-five level game called Inception Paradox to test students’ knowledge of computer applications. To help them out, I created this game (which is Level 28).
Misson Maker is a game engine produced by Immersive Education (www.immersiveeducation.eu). It is very buggy (no patches, updates or upgrades have ever been issued), has lots of limitations and is somewhat expensive, but it is the only software I know that allows you to make 3D computer games without having any programming knowledge. It is a flawed, but unique software programme. The exported games, however, can be played on a free software programme called MissionPlayer.
This is a zip file containing four files:
1. MissionPlayer: player.exe
This is the free software used for running the game (You need to install this first. Just click on the MissionPlayer icon)
You can also download the player from: www.lamwoo.edu.hk/subject/emi/player.exe
2. PlayMission file: inception.PlayMission
This is the game. Open Missionplayer and then select ‘load game’. Choose the PlayMission file. Wait for a few minutes while the game loads, and then press play.
You need to find the final clue hidden within the safe before time runs out (or before you are killed). During the game itself, you will need to find three clues. These will help you make the right decisions at the end of the game.
This is a JPEG file telling you how to move within the game and how to do things like jump or crouch. If you haven’t played a MissionMaker game before, you should review these guidelines
4. Readme.txt: The above instructions as a text document
Windows 7 Users: If you find the images in the game appear randomly, you may need to adjust the setting. Try right-clicking on the MissionPlayer software icon. Select ‘Properties’ then choose the ‘Compatability’ and choosing Windows XP Service Pack 2.
Game Production: Music
The game contains the following music from the film Inception and its trailer.
- Mind Heist by Zak Hemsey
- 528491 by Hans Zimmer
- Dream is Collapsing by Hans Zimmer
- Je Ne Regrette Rien sung by Edith Piaf
Usually when I make these games, I produce my own music. However, to suit the Inception theme of the whole 35-level game, I used background music from the film and trailer.
Game Production: Images (Spoilers)
If you are wondering about who all those people in the portrait gallery are, you can refer to the following list (they are all magicians, thinkers or gods). Starting with the portrait on the left as you enter the room and going in a clockwise direction, the portraits are of:
- Morgana Le Fey: Arthurian witch (still from the BBC series Merlin, feature Katie McGrath)
- Nepythys: Egyptian goddess of the night and protector of the dead
- Søren Kierkegaard: Danish philosopher
- Hypnos: Greek god of sleep
- Prospero: Magician in Shakespeare’s The Tempest
- Carl Jung: Swiss psychiatrist
- Harry Houdini: Magician and escape artist
- Nyx: Greek goddess of night
- Ching Ling Foo: Chinese magician
- Dumbledore: Harry Potter’s mentor (as played by Michael Gambon)
- Albert Einstein: Scientist
- Morpheus: Greek god of dreams
- Epona: Celtic goddess of dreams and protector of horses
- Sigmund Freud: Austrian psychiatrist
Advanced Mission Maker Tips: Spatial Volume Triggers (Spoilers)
If you have tried using Mission Maker, you may wonder about how some of the rules were created. For example, in the final room, the player must click on the three correct portraits. If any other portrait is selected, the safe will not open. When using MissionMaker, you can usually only set rules stating what will happen if ONE condition is met (e.g., FEMALE will say GO AWAY if FEMALE is CLICKED). However, if you use spatial triggers you can set rules stating what will happen if several conditions are met (in this game, the safe will only open if the player selects the three correct portraits AND does not select any other portrait). The following steps show how this rule is created (if you don’t know what a spatial trigger is, you can refer to this vieo tutorial:
- Set up an empty room that is not connected to any other room (it will not show up in the exported game)
- Put three pick-up objects (I used batteries as they are quite small, but any pick-up object will do) on the floor in the middle of the empty room. For each object, go to the properties tab and gave eac h object a weight of 10 and I set the state of the object to ‘inactive’.
- For one of the objects, create an action rule stating that the object will become active if one of the correct portraits (e.g., Portrait A) is clicked. Repeat this process for the other two object/portrait pairs.
- Put a cylindrical spatial trigger volume on the floor in the empty room, covering the three pick-up objects.
- Click on the safe (or the object/character you want to work with) and create an action rule (select Actions – Open – Spatial Trigger – Select the Spatial Trigger Volume – Accumulated Wight ) stating that the safe will open if the total weight of objects insde the cylindrical volume trigger is 30. Thus, the safe will open only when all three objects in the cylinder have become active.
- Click on the volume and set an action rule stating that the cylinder will become inactive if Portrait X (one of the incorrect portraits) is selected. Create the same rule for all the other incorrect portraits. After this is done, if an incorrect portrait is clicked, even though the combined weight in the cylinder may equal 30, the cylinder will disappear and the condition for opening the safe cannot be met.
A similar kind of arrangement was used for blowing up the library door. The door will only blow up if 1) the player shoots the dynamite. 2) the dynamite is placed in a spatial trigger volume in front of the door and 3) the dynamite has not been taken out of the spatial trigger volume.