How to Write an adventure game?? (puzzles)

Started by Jackpumpkinhead, Wed 27/07/2011 15:53:33

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Jackpumpkinhead

So i have this dilemma. i have an idea for a game that i want to make, i have the basic direction that i want to go with it, but every time i try to figure out how to insert puzzles into the game i get stuck. i cant for the life of me figure out how you guys make such great puzzles that go with the story so well. so i am asking: what are your techniques in implementing puzzles into your games?
* Mods Edited slightly misleading topic title

Babar

A bit of a plug, but the main thrust of my tutorial compilation deals with this.


It was taken from this doc by Rodekill, if you want to view it separately. All very good advice.
The ultimate Professional Amateur

Now, with his very own game: Alien Time Zone

vertigoaddict

Well the way I usually do it is.

1) write ideas, brain storm

2) Outline plot

3) Look through outline and figure out where you can add 'conflicts' or obstacles (i.e Knight must kill an ogre, ogre is in a castle, first he has to cross a river but the bridge is broken so he has to maybe make a boat or do a favour for someone so he can use their ship etc etc)

4) write in script (dialogue etc) and write it so it flows well/alright with the puzzles.

5) refine, refine, refine (a good way to not lose track is to keep it simple, but as long as the notes you make well, make sense and are well structured you shouldn't have too many problems- this part includes proof reading).

Ali

I found Tim Schafer's Grim Fandango Design Document very interesting as an example of how you actually go about writing an adventure game.

I think his could help generate ideas for how a story can be built up out of chains of obstacles.

WHAM

My two cents: this is how I design a game and puzzles.

1. Outline story
2. When you have story, design a room layout / floorplan with all areas the story needs to work, as well as any other areas that would make the environment feel more real
3. Figure out what order the player must visit each location to complete the game objective / story, draw a line between said locations
4. Figure out ways to make the player's life harder. Locked doors, jammed doors, collapsed floors, faulty wiring, broken/sabotaged machinery, traps, hidden clues etc - brainstorm
5. ?????
6. Profit!
Wrongthinker and anticitizen one. Utterly untrustworthy. Pending removal to memory hole.

Radiant

After I've roughly outlined the goal and theme of the game, I usually start with a sketched map; then I imagine what could be found in each room, and how these things might be either a useful item or an obstacle. This also means that I sometimes add a puzzle if the room artist draws in something that I hadn't thought of.

For example, in ATOTK, several puzzles simply flow from the terrain, such as the cliff and the city gate. It isn't obvious from the start, but one of the reasons why the country is bisected by a river is so that
Spoiler
it can become an obstacle when you're turned into a rabbit.
[close]

Jackpumpkinhead

I really appreciate the help. I think all of the advice is great. But once you have created an obstacle how would you go about creating a solution that fits withthe environment with the game? Monkey island, for example used "unique"/comical ways to solve puzzles.

NickyNyce

I think it's time to hear about what type of environments will be in your game

Crimson Wizard

#8
Quote from: Jackpumpkinhead on Wed 27/07/2011 23:12:19
But once you have created an obstacle how would you go about creating a solution that fits withthe environment with the game?

I may suggest thinking about objects and items that may be found in the enviroment. Place those all around - in your imagination, or make a list on paper. More the better. For example, if your story takes place in the modern apartment, think of all kind of things that people keep in their home.
When you have that list, put yourself on your character's place and seek for various variants of solving the puzzle.

As a slightly different approach, think of solution as a number of functions that the sought combination of items must possess. For example, if there's a locked door, that required item must be able to fit into keyhole and rotate the mechanism - OR be able to remove the door from the hinges (if you like the puzzle be solved that way). Find all the suitable kinds of items in your game's world.

Pick out different groups of items that may be useful. When you have some variants, choose depending on game's mood and genre. For example, if it is a pure comedy game, then take most crazy and eccentric one; if your game is a serious one, then take a reasonable solution.

Also, always keep in mind character's capabilites, skills and knowledge. If the found solution requires technical skills you character do not possess, then better find another one, or make a technically skilled NPC help your character.

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