RUN

Multiplayer trap escape action game. A BYOND 'Death Run' game, as inspired by the Death Run mod(s), stylistically drawn in a gray/desaturated monochromatic scheme, with effects such as fire, electricity, blood, acid, gas, etc rendered in vibrant color.


The Set Up

In a certain prison, in a certain place, in a future time, a special staff sponsored event known simply as the RUN is held. This completely wrong, illegal, and immoral event pits a handfull of voluntary, and some unvoluntary prisoners against lethal specially made obstacle courses filled with traps and danger. On the one hand, completion of this course grants the winners special privileges and credits (Smokes) and marginally reduced sentences for each win. On the other hand, for the inexperienced and weak, it's a sure death penalty. You (The player) have opted in on the RUN. It's you and your fellow prisoners against the guards, and you must make it out alive.


The Player

Prisoners

 

GUARDS

guard
At the start of each round, a fraction of the players are chosen to be the Guards. As a Guard, the players will start and play within the 'behind the scenes' section of the course. With greater movement speed than Prisoners, they must manually activate each trap along the course through switches and buttons placed along this sectioned off part of the map. Prisoners will only be able to see the obstacle course part of the map. However, Guards will be able to see everything, so they know what traps they need to set off and when. These Guard controlled traps will have a recharge timer on them, so they won't be able to be spammed, but will become available again in case of stragglers. Timing and good judgement are important when playing as a Guard. In order for the Guard team to win, all the Prisoners must die.

Job Specific Controls:
Space - Interact with trap button/switch

PRISONERS

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Players that aren't picked as Guards become the Prisoners. All Prisoners start at the beginning of the course and must make their way to the end of it by avoiding or surviving traps set off by the Guards, traps accidentally set off by the Prisoners themselves, and various obstacles and hazards. Prisoners start with 5 health points to help them survive minor traps, and have the ability to jump, saving themselves from low traps and helping them overcome platform obstacles. In order to win as a Prisoner, you must reach the end of the course. Upon death, become a 'ghost' and spectate until the round ends.

Job Specific Controls:
Space - Jump


Trap Types

Controlled Traps - Traps set off by Guards using buttons and switches.
Uncontrolled Traps - Traps set off by Prisoners by stepping on a certain tile, or any other kind of situation. As simple as stepping and breaking a crumbling platform, to having 6 prisoners in a room marked 'MAX 5'.
Minor Traps - Low damage DoT traps. Typically escapable. Controlled or Uncontrolled.
Lethal Traps - Kills on Contact. Only way to survive is to avoid. Controlled only.

Some traps will have some kind of tell that warns the prisoners where it's area of effect is. Things like scraped ground to show something moves there regularly, or some sort of marking that isn't usually seen. The higher the map difficulty, the less tells there will be.

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Players will not be able to see where the guards are (Though even if they could, they wouldn't know where the traps hit), so they'll have to keep their eye out for the tells. The tell here is the arrow.


Smokes

Smokes (Or points) are awarded based on how well players did. Prisoners are judged on how far they made it through the course (Certain amount of credit for each trap passed), and remaining health. Significantly high bonus for players who complete the course. Guards are judged on how many Prisoners they were able to stop. A decent amount for each Prisoner they stopped (More than the yeild from passing traps), and a substantial amount for each Guard player if they stop the Prisoners. At the end of the round the player is shown how many smokes they earned and how they earned them on a final scoreboard. Smokes can be spent on extras like new characters, hats, and other perks that won't affect gameplay.


Game Run Through

Start up, treated to a couple splash screens. When ready, hit space. If a round is in progress, join as a spectator. If a round is not in progress, join the waiting room (a small map made to look like a recreation area in a prison.

From the waiting room, players can choose between preset characters (Which sprite/portrait they want), vote on the next map, and spend credits. Limited time to do so (2-3 minutes) before the next round starts.

Round begins, players are sorted into Prisoners and Guards. Guards begin taking position at traps, attempting to stop the Prisoners. Prisoners dash to the finish.

To prevent AFK Prisoners and others who won't move and slow down the round by straggling, after a certain amount of time, an inescapable laser wall begins a sweep, slowly moving from the start of the course to the end, instantly killing any Prisoner it touches. This along with an auto spectate for AFK'ers should help keep the games flowing.

Round end conditions:
-All Prisoners are dead.
-All Prisoners finished.
-Remaining Prisoners who haven't finished die.

ex1


Possible Trophies

Prisoner Trophies:
Good Behavior: Complete one course.
Parole: Complete 10 courses.
Halfway Home: Complete 50 courses.
Full Pardon: Complete 100 courses.
Lead By Example: Be the first player in a round to fall for a trap.
Live Together, Die Together: 5+ Prisoners including you die on the same trap.
Not Guilty: All Prisoners escape as a Prisoner.
Run the Prison: Be first to complete a course.

Guard Trophies:
Job Well Done: Win as a Guard once.
Commendation: Win as a Guard 10 times.
Head of Security: Win as a Guard 50 times.
Warden: Win as a Guard 100 times.
Jail Broken: All Prisoners escape as a Guard
Lockdown: Kill 5+ Prisoners with the same trap.
Chief: Kill the most Prisoners in a round.