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Do You Like Puzzles?


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#26
DJ Doc

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steelfire_dragon wrote...

DJ Doc wrote...

steelfire_dragon wrote...

Riddles are only good if one, they are kept simple enough so that you don't end up head banginig your ketboard and if you have an alterante route to get by it.


On the other hand a riddle that's to easy is just a gameplay speedbump (damn that reminds me of those riddler riddles from the Batman tv show with Adam West) :innocent:



well sometimes the best riddles, the answer is just there, and if you don't see it, its becuase you looked to closely in it....

I just don't like to spend a long time trying to figure it out as it ends up having me look for a cheat  online somewhere


Hmm can the game difficulty be checked from inside a script if yes that could be used to make riddles like dwarven rune locks easier (e.g. just 2 runes on easy)

If that's not possible it could be done with an item. 

#27
Eguintir Eligard

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I like whatever puzzle gets chapter one released this weekend.

#28
Lance Botelle

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DJ Doc wrote...

Hmm can the game difficulty be checked from inside a script if yes that could be used to make riddles like dwarven rune locks easier (e.g. just 2 runes on easy)

If that's not possible it could be done with an item. 


Hi DJ,

This is possible, but requires extra time to incorporate. And if I did it for this, then I should do it for other puzzles to remain consistent. Maybe something to consider much further down the line.


Eguintir Eligard wrote...

I like whatever puzzle gets chapter one released this weekend.



I must admit that I *really* do want to get the first chapter out myself now ... even though the story would barely have started. It's just with it out, I can start receiving feedback and know the next two chapters should take a lot less time as all the hard/ground work will have been done.

Lance.

#29
Shaughn78

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These puzzles you are putting together look interesting. Can't wait to try them out.



Reminds me of some of the older games Hillsfar



Most of the important points have been made. The puzzle must make sense and have a logical solution while fitting into the location or the events around it.



Work arounds and difficult changes should be determand by the designer to fit game play. The majority of the NWN2 games likely should have work around sand a way to easily solve the puzzles. But there are also games that by design that are puzzle games. Amraphael's Zork Remake would have been a horrible game if workarounds were avaliable for each puzzle. Point is designers need to let the player know, you will be challanged by puzzles playing this game. If that interest the player then that is great, as there are very little puzzle centered games. Most require you to go here and beat the snot out of this guy to advance the game.

#30
The Fred

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Puzzles for puzzles' sake are a bit silly, and pretty annoying, but these GUI-based ones look pretty cool. I remember I put a puzzle in the SoZ Holiday Project, which I'll be the first to admit was pretty annoying after the first time of playing it, but I was aiming to do something a bit different and interesting rather than shoot for replayability.

#31
Hoegbo

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GO for the puzzles lance!



I like puzzles in dungeons if there is a reason for them not being solved. and from working with you on your project I know you'll question the puzzle a thousand times before adding them so i know they will make sense :)




#32
Eguintir Eligard

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To be honest I don't know why people have used the word meta gaming as if there is something wrong with that. Those same people whine that dragon age's deep tunnels were boring (as in, nothing but combats).



So ya do it. I am strongly considering having a series of meta games in future works.

My theif quests in Islander are more or less a meta game since they drastically change the game play for the 30 minutes or so. They always get a mention in an email about how rad they are.

#33
Lance Botelle

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Shaughn78 wrote...

These puzzles you are putting together look interesting. Can't wait to try them out.

Reminds me of some of the older games Hillsfar <SNIP>



Hi Shaughn,

Glad you like the look of them. :) Thanks for the Hillsfar screenshot. I would be interetsed how that puzzle was meant to work. Maybe it can be duplicated in NWN?

TheFred wrote...

Puzzles for puzzles' sake are a bit silly, and pretty annoying, but these GUI-based ones look pretty cool. I remember I put a puzzle in the SoZ Holiday Project, which I'll be the first to admit was pretty annoying after the first time of playing it, but I was aiming to do something a bit different and interesting rather than shoot for replayability.


Hi TheFred,

Replayability is a difficult thing to achieve with things like this. I can say that my wife thought the Rune Game was addictive when she play tested it for me. :)

Hoegbo wrote...

GO for the puzzles lance!

I like puzzles in dungeons if there is a reason for them not being solved. and from working with you on your project I know you'll question the puzzle a thousand times before adding them so i know they will make sense :)


Hi Hoegbo,

Did you receive my email about your great music by the way?

You know me only too well. ;) I am still reconsidering some of the others at the moment because of this.

Eguintir wrote...

To be honest I don't know why people have used the word meta gaming as if there is something wrong with that. Those same people whine that dragon age's deep tunnels were boring (as in, nothing but combats).<SNIP>


Hi Eguintir,

I think the term may be being used differently by different people. I always thought the term meant to gain an advantage with the game through knowledge beyond that of the PC. Yet, as previously pointed out, every module has this problem. I think puzzles simply highlight the issue, but if handled well, blend in like any other aspect of gaming.

Lance.

#34
Shaughn78

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The difficulty of the locks were changed by a increase/decrease in the time allowed and the number of tumblers. The screenshot had three tumblers. The player had a lockpick set. They have to match a pick head to the tumbler starting on the right moving left. The picks were double sided and could be flipped to match the tumbler. If the wrong pick was chosen there was a chance it would snap, removing 2 pick options from future attempts until the lockpick set was repaired/replaced.


#35
Lance Botelle

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Shaughn78 wrote...

The difficulty of the locks were changed by a increase/decrease in the time allowed and the number of tumblers. The screenshot had three tumblers. The player had a lockpick set. They have to match a pick head to the tumbler starting on the right moving left. The picks were double sided and could be flipped to match the tumbler. If the wrong pick was chosen there was a chance it would snap, removing 2 pick options from future attempts until the lockpick set was repaired/replaced.


Hi Shaughn

Interesting.

Having looked at the screenshot again, I see the shape in the lock could obviously vary and is why you would need to match the lockpick now. It should be quite easy to duplicate this puzzle - and is something I may add to a future project. I may still consider this in some form for this project, but am hesitating because I already have a number of lock type puzzles.

Thanks for the extra info.

Lance.

#36
Ykhare

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I tend to love riddles and other situations that rely on in-game lore hunting, logical and mathematical puzzles not so much.

Had a blast with the Moredhel puzzle-boxes in Betrayal at Krondor. Because they were inscribed in the Dark Elves' language you needed either one in your party or a mage able to cast some sort of "Tongues" spell.
There was a riddle, and a number of tumblers that you had to shift to spell the letters of the answer, most were actually fairly traditional old english riddles but some could be more obscure or linked to specific items of in-world lore IIRC, maybe the number of possibilities for each letter could vary too, not sure.

Here's an example screen :
http://buckyschwarz....redhelchest.png

Modifié par Ykhare, 31 janvier 2011 - 06:13 .


#37
Lance Botelle

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Ykhare wrote...

I tend to love riddles and other situations that rely on in-game lore hunting, logical and mathematical puzzles not so much.

Had a blast with the Moredhel puzzle-boxes in Betrayal at Krondor. Because they were inscribed in the Dark Elves' language you needed either one in your party or a mage able to cast some sort of "Tongues" spell.
There was a riddle, and a number of tumblers that you had to shift to spell the letters of the answer, most were actually fairly traditional old english riddles but some could be more obscure or linked to specific items of in-world lore IIRC, maybe the number of possibilities for each letter could vary too, not sure.

Here's an example screen :
http://buckyschwarz....redhelchest.png


Hi Ykhare,

I have a vague recollection of these puzzles. They were fun. :) Thanks for reminding me of them. IIRC, the game makers allowed this game to be downloaded for free when the second game became available. Great times!

Lance.

Modifié par Lance Botelle, 31 janvier 2011 - 09:43 .