14/05/25 – Reflection: Gamification Mechanics, Boolean Logic, and Design Method

14/05/2025

🧩 Progress on Room 1 Gamification: Light Activation & Cypher Puzzle

While I haven't made much progress on story development, recordings, or new video content, I've made real headway on the gamified mechanics for the opening room of the experience—set in Holbrook's "office."

Concept:

  • Participants enter the room in darkness.

  • The challenge is to decode and activate the lights through a hidden cypher puzzle.

I took inspiration from another escape room where incorrect answers locked out access to a question for a time period, adding pressure under a time constraint. I loved the tension it created and wanted to replicate it in my system.

⚙️ Boolean Logic & Custom Programming Challenges

Unfortunately, I couldn't extract the code from the example I found—it was bundled in a ZIP file, and I couldn't reverse-engineer it. So, I started from scratch.

  • I tried to learn Boolean logic using ChatGPT and online tutorials.

  • It was helpful to a degree, but not tailored to the specific interactive atoms system used in my software.

  • I'm now using trial and error to understand how timers, locks, and Boolean conditions interact.

What works:

  • I've successfully set up a system where wrong answers trigger a timer overlay.

  • I also experimented with conditional locks that only activate after incorrect attempts.

What doesn't:

  • If a player answers incorrectly multiple times, the system only allows the initial timer/lock to activate once.

  • After that, the condition doesn't reset, so the lock or timer becomes permanently inactive, which breaks the intended mechanic.

This limitation is acceptable for some puzzles but not viable for ones that require repeated attempts or reset logic. I'll need to either:

  • Rebuild the logic to allow resets, or

  • Redesign the mechanic to only require one failed attempt per challenge.

🎓 Time Constraints, Training Days & Mixed Reception

I've also started thinking about how this escape room content might be used during college training/development days. There's some uncertainty:

  • Will other staff actually use this kind of training?

  • Do they want a deep dive into neurodiversity and pedagogy, or would they prefer simple, interactive word games?

Right now, it seems my full training experience may need to wait, but the gamification techniques could still prove useful for more lightweight engagement tools.

🗒 Working Memory & Design Strategy

To make the process easier (especially with my ADHD-related working memory challenges), I've started:

  • Sketching out room designs and puzzle flow by hand in a notebook.

  • Writing down all the codes and logic steps to help track how they function.

This analog method is more effective for me than relying on in-system builds, especially when juggling multiple layers of conditional logic and resets.

🪪 Environmental Storytelling & Feedback

I've added more props to Holbrook's room to make it feel like a lived-in space—more personal, less sterile. These subtle touches enhance immersion and make the game feel grounded.

So far, early feedback has been very positive. People appreciate the logic, the concept, and the attention to detail in the room build.

✅ Summary of Key Developments

  • ✔ Developed light-on cypher puzzle for Room 1

  • ✔ Built prototype Boolean-based lockout timer for incorrect answers

  • ✔ Identified reset limitation in lock/timer interaction logic

  • ✔ Began hand-sketching rooms and puzzle systems for clarity

  • ✔ Added props and atmosphere to improve narrative immersion

  • ✔ Positive feedback from test observers

  • ❓ Training day integration unclear—but potential for gamification use

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