Nuntar wrote:
Jacob's was the worst offender -- "Here's a widget that does this!" "Yes, but how does it work? How would I come up with an idea like that? What if I need a widget for my room and don't know how to design one? This is meant to be a tutorial, why haven't you helped me?......."
I'm not sure what the offense I'm accused of here is.
I described how I designed a room by improving and elaborating on a simple puzzle (I wouldn't really call it a widget as the first room is a puzzle in its own right - it just wouldn't make for an interesting room as it is).
This is what I set out to do, and in the process I made a series of rooms that work as puzzles in their own right (and are hopefully of some fun to play).
So the value of this, if any, is in giving people ideas on how to expand a simple idea into a more complex and challenging room. It's how I often go about doing that, but obviously it doesn't have to be how anyone else does.
I don't know how I could, or why I should, be expected to teach how to come up with "
widgets"
. My advice for that, since you ask, would be: "
Read some of the good documentation on designing rooms found on the site"
, "
Use one of Calamarain's idea generators"
, "
Play existing holds"
and/or "
Play about with the elements until you find an interesting interaction you can base a puzzle around"
.
I have no idea what a hold that teaches you how to design widgets would even involve. OK, I haven't helped you, but what exactly do you want?
Finally, where's the fun in explaining how to complete all the rooms?
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