Then select one more kind of rule you want to support (maybe one switch toggles another) and create a new puzzle that needs that rule. Make sure you decouple the stuff that controls how the puzzle works from that specific puzzle so you can reuse it. In general, my advice would be this: start simple with a puzzle that has just a few switches and simple selection of outcomes: one combination means "unlock" and every other combination means "no change". I can others can make some guesses to start, if absolutely necessary, and provide guidance along the way. You'll need to figure out exactly how you want it to work and that will govern the exact implementation you use. The various terminal states of the State pattern in your problem are what need to cause the events raised in the Observer patterns present in your problem. In this case, as often happens in this or any other industry, one pattern dovetails into another. That's an Observer pattern type of problem. You also have varying outcomes, possibly multiple things that need to happen when a certain event occurs. So, if the answer to 1.1 is "yes", then the answer to 1.2 is necessarily "no".Īnyway, you have a situation where the state of the system changes over time as a response to certain stimuli. I don't remember any switches in Zelda but it's been, like, thirty years so maybe I just forgot them.ġ.2 was an alternative to 1.1. My game isn't a puzzle heavy game it has light puzzle elementsand is nothing like antichamber or portal which is fully based on puzzles. I think you're mistaking the scope of the game. A door might open, the player might get loot and so on.Ĭ)Do you mean that the result will vary depending on how well the player solves the puzzle? Not necessarily.ĭ)There can be.If one of the puzzle in sequence based then I'd need several outcomes for multiple sequences.ī)puzzles are room based and the switches in one room probably won't affect other roomsĬ) I'd like a reset button for difficult puzzles so that the player can reset when stuck Hmm, basically I want to do all the stuff a typical zelda game does with switches.So my answers:ġ.a)Yes, the player might need to hit switches in a certain order for certain puzzlesĬ)Yes, they might need to hit several switches at onceĭ)Yes, the players might need to hit several switches in a limited amount of time.Ģ.a) Several.
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