Another Fiddling With Maps
One of the great things about writing, in general, is how fluid it can be. Ideas that seemed great one day are replaced the next by hopefully better ones the next. And if those better ones aren’t so hot, they can always go to the wayside.
This was the original map I had the first time I tried making a game. Not too shabby, I thought then.
I reach this point last week, though, and I thought better. I wanted puzzles. Not great puzzles, maybe, but something.
My first thought was switches and doors. Flip the right sequence of switches to open the door. That sort of thing.
In fiddling with that, I made closes walls and doors, as mentioned in the earlier post. I also dumped the door idea and went back to calling up a bridge, like I’d done at a MUCH earlier stage.
All of these ideas lead to a change in the map. Like so:
Not too shabby, but, as I said before, I’d lost the maze aspect to the proceedings, and I liked the maze.
Thus after what passes for a lot of thought with me, I went back to the old map. But with some changes:
I’m going to call this done for now. I can fiddle with things until the cows come home and still want to fiddle some more. Best to set it on the shelf and move on (though I might get some Door Events ready just to give it a better look while I test it out.)
My work here brings up two further points I’d like to discuss with you. If for no other reason than to keep this from being two posts in a row on the same flarking area.
Puzzling Out Some Puzzles
One of the things holding me back on this part was the puzzle. I kept thinking that it had to relate to those little matters I set up in the woods. Needed to be switches, that sort of thing. Only how many of these things could I make without them becoming derivative and cliché? Which wouldn’t be long, as sequence switches are ALREADY derivative and cliché.
Just like them, is all.
Anyways, to circle back to an earlier point, I suddenly changed what this first act was about. This was the tutorial act. The act where I show the various features of the game, then expanded on in the later acts.
The Player touched the crystal and a bridge appears. Or a door opens. Depending on the situation.
Not any different from a switch, you say? Well on the next floor I set up three crystals. Turn one off and the one next to it turns on or off, depending on what lit or not. It’s no more original than the switches, but, again, I like it.
For the next point, allow me to draw your attention to the lower right corner of the above image. You know what’s there?
Obviously a Door
Sure, it’s a door:
This brings up an interesting little point. Or at least it was an interesting point for me; you’re mileage might vary.
With the perspective of this game, you can’t just have doors in just any wall. It needs to be demonstrated to the Player to be used by the Player. Am I right or am I right?
That’s where those silly shadows on the floor come in. Put in the right place, they say door just as surely as a doorway.
The shadow could be drawn a little smaller than that. I considered it a bit, then rejected it. Didn’t look right to me.
Still, it behooves me to show what the gap in the shadow means. I was thinking of redesigning an earlier map anyways (LATER!), so I’ll no doubt do it then. Might even have it in a few other places, just to be sure.
Not the greatest point, again, but who knows? Maybe it’ll be vital for me to know and now I have a place to look for it.