Compos Mentis

This was a game I worked on during the spring semester of 2008 for a class called CS498:Creating Virtual Worlds.

The game I ended up working on was a game called Compos Mentis, a game set in an asylum, yet again, though this time I didn't pitch the original idea.

The main elements of the game was that it had to be multiplayer, and that the different players interpreted the gameworld in different ways depending on their 'mental state.'

The game was to be programmed using a set of libraries called Ogre3d. The physics was handled by a wrapper program for ODE, called OgreODE

We also had some in-game audio that we implmented with the FMOD library, and implemented networking through the Zoidcom libraries.

The game that we constructed took place in an asylum, and you start in a cell(as does the other characters online at the time) and are given instructions by the orderly outside your cell to visit the head adminstrator. Upon reaching her office, with another player and talking to her, it is revealed that the characters may not be here because they are insane, but rather as some sort of bizarre governmental test of some sort.

The adminstrator then explains to the character that she wants them to do a job for her, and to break into the building's records and to steal their own file from it, which explains the circumstances of their admission. The players are then given a pill, one the blue pill and one the pink, and told to go into the broom closet and take them, and to find their way to the archives.

Upon doing so, the wall that was the door seals into a wall, and the back wall of the closet opens. The players now have a different look to the game depending on which pill they took.

The player with the blue pill gets a creepy run-down silent hill-style world. This player has the ability to 'see the world as it is' and as such, may be able to walk through crumbled walls, or interpret the gameworld differently than the other player.

The player with the pink pill gets a bright happy anime-looking world. The player had the ability to jump, and as such reach things the other player could not, however, they might not grasp the true nature of the object.

The first puzzle in our mini-dungeon that our demo had was that the pink player had to jump and grab a hammer, which to them was a squeaky hammer that was ineffectual. However, if they gave it to the other player, he could use it to knock down a crumbly looking wall.

The second puzzle involved an invisible bridge. The blue player could see it, but the pink player could not, and they couldn't jump over the gap, either. Falling would just place either player back at the first side of the gap. So, the blue player would have to lead the pink player across to continue.

The third puzzle was a row of spikes for the blue player, which was a row of marshmellows for the pink player, which they could just on and over, and push a button to retract them.

The fourth puzzle involved a safe. The blue player would see the safe in the wall, but have no clue as to its code. The pink player saw a poster for a band tour. They then had to look at the dates for the tour, and the dates that weren't real(Like February 30th) had a year that when put in order, was the code to the safe.

Upon opening the safe, the pink player would see a fish, and the blue, a key, and the key would then open a filing cabinet outside the room, which had the documents in them.

The Blue player then had a maze to navigate to get to the doctor's room, and the pink player was teleported to a sort of 'playroom' where they had infinite jumping power, and could flit around, and sort of surf on vines in this 'jungle' room. The room was also accessable from a nondescript door, leading to a nondescript room, that if you take the pill in, turns into the playroom.

This essentially ended the demo of the program, though the players were free to continue playing.

Also, even though the game was made for two players, the framework was in place for several players to play at once.

I was primarily in charge of implementing the physics system into the game, but also helped do things like help implement the models into the game, as well as a decent amount of the conceptual planning for the game modes, and puzzles.

I do not currently have access to my source code for the program at present,

However you can find the logs from the development of the game at https://agora.cs.uiuc.edu/display/cs498gr/Compos+Mentis+Project+Page, or you can email me.