Game Development Reference
In-Depth Information
To get some inspiration for puzzle designs, especially when you plan to design
riddles based on various devices and mechanisms, try to look at examples of inten-
tionally over-engineered inventions such as the famous Rube Goldberg machines.
Havingsomeabsurdfunctions, nevertheless, theyincludealotofmechanicalrevela-
tions and brilliant details, teaching you to plan the connection between elements and
to transfer various forms of energy. Moreover, they are, figuratively speaking, very
funny. Besides the drawings of the American cartoonist, Rube Goldberg (1883-1970)
himself, who actually gave his name to this genre, you also have to look at genial il-
lustrations by William Heath Robinson (1872-1944). He used to invent various more-
than-useful devices in his graphics as well.
In an ideal scenario, a puzzle has several solutions, so players may implement dif-
ferent logic and tools to achieve the result, but it is much harder to design as well as
to tune the game.
Creating the scene flowchart
Any episode in an adventure game is an integral organism, a system of intercon-
nected elements rather than individual, independent objects. All parts should work in
harmony. To thoroughly draft such cooperation, you need to see the whole picture;
blueprinting may help you accomplish that. All the puzzles, interactions, and items
should be included in special flowcharts, created on paper. They help to test a scene
before you begin to code the different levels of the game. Always begin with the gen-
eric line of the scene, planning the general succession of actions that lead to the
successful resolution of all the problems; adjust it very carefully. Then switch your at-
tention to all the things that will distract the player—all the fake objectives and false
hints.
Local scene flowchart
It is worth mentioning that besides local-plot arcs, there may be longer arcs covering
many levels, especially when the game has RPG Mechanics. This means that some
Search WWH ::




Custom Search