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View Full Version : Puzzle ideas wanted (for RM1)


Hedrum
02-16-2005, 09:27 PM
Okay, I think I'll try to make a puzzle that is similar to the ice block pushing in the Icicle Cavern in LoD: Ocarina of Time. Anyway, what are some good puzzles? If I think what you had just posted are good, heck, I might use them in my game. Help, please?

RPGD
02-16-2005, 09:30 PM
Perhaps the gravy paradox?

At least that's what I call it. The type of puzzle itself can be derived from the name alone. Think you know what it is?

Vonwert
02-16-2005, 10:53 PM
I have a whole slew of puzzle ideas.

From lighting torches in the right order.

Combination puzzle, where you have buttons numbered from 0 to 9 and you must enter the right code.

Hoping over the right stone platforms, the wrong ones make you fall to your death.

Placing objects in certain slots.

Riddle puzzles.

Log Push Puzzle.

Rock Drop Puzzle. (A favorite of mine. I created this one for "Whispers in the Woods") (You drop a certain amount of rocks on top of each other in each slot, to open a door.)

Fill Water Pools puzzle.

Simon Says Puzzle (Made plenty of those. Alzar was a great inspiration due to his dancing mini-game in "Remote Control")

Latching rope across certain platforms.

And ect.

Some of the many puzzles you will find in my pirate game.

RPGD
02-16-2005, 10:57 PM
Coincidentally, the "gravy paradox" puzzle is a mix of two of those on the list. Tell me when you figure it out.

Gustaff 13
02-17-2005, 12:19 AM
Heehee, I'm not giving any more of my babies away. You'll just have to wait and see...

WilliamKirk
02-17-2005, 08:48 AM
The Zeldas are probably the best games to look to for examples, although they'd be better if they were more original in some way. Old, boring, and plain puzzles like your simple find-password-and-enter or hit-switches-in-right-order (etc.) won't impress anyone (just like story/gameplay) because we've seen them done before. Basically, it'll help if you give the player tools (like in Zelda) so they can combine the uses of several tools to make more original puzzles. I also recommend you try to be original in naming the tools and not just copy Zelda tools exactly (obviously). Gl

RPGD
02-17-2005, 10:02 AM
Let's not forget the clock unison puzzle, a puzzle in which you must set several clocks (or other medians) in such a way that allows you to progress.

Normally, this type of puzzle would be considered rather boring, but the interesting thing about this type of puzzle would be it's versatility. You can make the clocks span several rooms and have the player try and set the clocks in a certain combination that can lead to a later part of the dungeon and even make more than one appropriate combo to open secret passages, for example. You could also make it one big-adds clock that has multiple requirements for moving the hands properly or make the player power up the clock first. Think of your own, and consider the above when doing so.

Draygone
02-17-2005, 11:11 AM
A good way is to look through all the available objects in RPGM1 (maybe checking out their alternate colors in event creation), and try to come up with some neat ways you could use those puzzles, perhaps using them with other objects. For example, one could use the switch and the barrel graphics, connect the two with a chain, and have the barrel (gun powder keg) explode, opening a new path, when the switch is flipped.

Vonwert
02-17-2005, 12:54 PM
That's a really good idea. I actually never thought about that.

Thanks, I'll have to use it in some of my puzzle dungeons. :)