W
Wild_West
Guest
I'm about ready to start building the level layouts for my, what I hope will be, finally, first real completed game, since my last 3 year development one has to be put aside.
But the problem I face now is that this game isn't a strict linear side scroller like my first attempt was.
I have 2 stages per level before a boss, the first, a big room themed around a specific puzzle, the second would then be a straight forward run to the goal and shoot whatever's in your way type.
Thing is I've never designed a puzzle before the closest I've ever really come is messing about with Mario maker
Does anyone have any tips or guides or what have you about good puzzle design that I can actually take note of and apply to my game?
I'll code new objects for a puzzle if I have to I finished making just about everything else save for the actual bosses. If it helps at all to know, the game theme is centered around getting around lock mechanisms, and objects that respond to the player's barrier ability. The rest is standard shooting but you can gain different barrier or shooting effects based on a certain object(s). I have a crude in game calculator, a thing for holding number values to remember, and that's about it.
But the problem I face now is that this game isn't a strict linear side scroller like my first attempt was.
I have 2 stages per level before a boss, the first, a big room themed around a specific puzzle, the second would then be a straight forward run to the goal and shoot whatever's in your way type.
Thing is I've never designed a puzzle before the closest I've ever really come is messing about with Mario maker
Does anyone have any tips or guides or what have you about good puzzle design that I can actually take note of and apply to my game?
I'll code new objects for a puzzle if I have to I finished making just about everything else save for the actual bosses. If it helps at all to know, the game theme is centered around getting around lock mechanisms, and objects that respond to the player's barrier ability. The rest is standard shooting but you can gain different barrier or shooting effects based on a certain object(s). I have a crude in game calculator, a thing for holding number values to remember, and that's about it.