Mattcrampy wrote:
An interesting concept I've seen is the idea of architectural patterns - that is, stock solutions that have been proven as the most effective way to solve a problem. Obviously, no architect worth his salt will just drop a boring building somewhere, and the patterns are vague enough to leave room for architectual flair - just think of all the ways you can design a courtyard.
Well, there are definitely some patterns that are emerging. All of these I've seen come up more than once:
PROBLEM: Require tar mother to live past the time where the player is able to kill her. Player must make a counter-intuitive decision to not destroy the tar mother until later.
SOLUTION: Create a fork with tar blocking it such that accessing one path will close off the other. Tar growth is necessary before the other path will become accessible.
PROBLEM: Require player must complete some task in a limited number of moves or the room will become insolvable.
SOLUTION: Create a serpent of a length matching the number of turns you wish to allow the player. The serpent's head will point into a dead end. While the serpent is still alive, he will obstruct a roach from moving to a location that would create an impassable guantlet. A second roach is already positioned on the other side of the guantlet before the serpent dies.
As you point out, as a player it is better to find unique situations in DROD than tried-and-true engineering solutions, so probably it would not be so valuable to organize a collection of patterns.
Still, it's interesting you hit on this pattern notion.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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