Puzzzling Motion - The next 1 month build intoduction

How do you design a puzzle game? What kind of puzzles do you put in a puzzle game?
Is Physics involved? Complicated mathematics? or the ability to think outside the box in such a way that you are playing Antechamber? Or maybe you disguise your puzzles by utilising the world design like in Mirror's Edge and Portal games?
hehe... Oh gods why (Antechamber)
So where do you begin?
I'm going to take this one month project to build a puzzle game based on motion. Let's start with everyone's favourite, baseline goals:

  • Players must be able to move around to get to an objective
  • The puzzles must be based on movement, pressing a button, flipping a switch, and then moving to the next puzzle
  •  There must be materialistically, one level

As always, we have our bonus round:
  • up to 5 levels
  • Parkour based movement
  • An "open" area for testing out motions to better grasp motion mechanics.


Now, where are where are we at the start?

  • The first person character controller is in. Why first person controller? In total, I want players to observer their environments without the distraction of a player character to observe. I'm using Unity's base line character controller, though I will have to modify the code for parkour scenarios.
  • Some of the terrain for testing has been built. I'm going to keep it somewhat minimalistic in design for now, and expand on the colours I want to use for certain parts as the project develops.

    So, here's to another month of madness, aye?

Comments

Popular posts from this blog

It's been a while...

Motion Check: The intro