Just use your imagination, and check my "
Architects' ideas"
thread.
I'm now building awesome puzzles, thanks to the help of the community. Here's what I do :
1) I think the main idea of the puzzle ( ex. orb puzzle, trapdoor puzzle, misc puzzle )
2) I often select a "
basic element"
of the puzzle, it may be Fegundos, Guards, Goblins, tarstuff, etc...
3) I start planning an idea...
4) I put a goblin and think : This is easy... But what could make it harder?
5) Same step as 4.
6) I countinue steps as 4 when finally the puzzle is very hard, if it's too hard, I remove something, or make the very hard version to a secret room.
7) Test your puzzles. It's stupid to have impossible puzzles in your hold.
8) Decorations aren't required, but they make the puzzles very cool. So I often put obstacles or talking NPCs.
A more pratical example :
1) I've got a room, with the shape of a dragon.
2) All the corners remind me of level 7 of KDD.
3) So I put a lot of evil eyes.
4) I test the room, and see that's easy and boring.
5) So I start thinking to what could make it harder and better.
6) I add a big pit in the dragon shape with a big platform.
7) The evil eyes can see through pits, so they can get me on the platform.
8) In the upper part of the room I may add trapdoors and rock giants and a red door. So you mustn't kill the giants on trapdoors.
9) Sounds easy, what else to add?
10) What about a little orb puzzle in the NW part of the room?
11) Intresting, a room is done.
12) Mhh... I just added a NPC timer, so the player must be really efficient.
13) That's not a bad idea, but it can be frustrating. What about makeing the room with the timer a secret room?
14) Oh, and for the grand finale, some "
evil"
pressure plates, that mustn't be pressed, or else the exit door will close.
P.S. Ta-da ! Example hold!
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[Last edited by vittro at 05-14-2007 06:24 PM]