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?
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Puzzle ideas wanted (for RM1)
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Re: Puzzle ideas wanted (for RM1)
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.
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Re: Puzzle ideas wanted (for RM1)
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
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Re: Puzzle ideas wanted (for RM1)
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.
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Re: Puzzle ideas wanted (for RM1)
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."What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."
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Re: Puzzle ideas wanted (for RM1)
Point Taken.Originally posted by 1ce View PostDude, you need to stop necro bumping topics. If it's older than five years, then just make a new topic.
(I should have just made one..gah Brightness)"There's something buried in the words."
-Give me a sign
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