Total Pageviews

Saturday, 10 November 2012

IT'S DA BOMB: PUZZLE PROTOTYPES

        I had spent the next few days developing  the three ideas I had conjured through the initial sketches. They have come along so far that each one of them could become the final deliverable respectively. At the end of the day, it really comes down to the reception they receive in the play test sessions. The three puzzles and reasoning are below.


It's Da Bomb: Maze Bomb - Here we have a standard maze that has added layers of depth due to its multiple entrances into the main maze. Only one of the entrances are the correct route, however all routes continue onward to trick the player. The solver has to reach the middle room where the bomb is contained within the given time limit. As of now, this time limit has not be set in stone, however, I am thinking of around 1 minute, maybe two.


It's Da Bomb: Lights Out - This is by far the most interesting of the three puzzles. The idea behind this puzzle is that the solver must cut the wire that has the least of it's colour. The twist here is that the bomb is shrouded in darkness, rendering this visual puzzle a memory puzzle as well as a visual puzzle. The solver will have to manipulate the viewfinder that represents torchlight to view the wires in order to make a confident decision. One wire diffuses the bomb, one wire shortens the timer, and one wire sets off the bomb. Once again the time limit has not been decided. However, I am thinking of setting the time limit at around 3 minutes. In all this puzzle is definitely a candidate for the final deliverable.


It's Da Bomb: Math Bomb - Here we have another strong competitor to be the final deliverable. This puzzle is a literal translation from the initial sketch of the mathematical puzzle. At this point, no changes have been made to it, the concept has remained the same - the solver must use a selection of numbers to make a calculation to reach the main number in the middle. At the event each calculation is successfully completed, the solver unlocks another digit of the deactivation code (which appear at the top). In addition, the player can also use clues. These clues reveal the symbols that are used within the set calculations for that digit. However, at this point, I am looking to implement a mechanic that uses these digits to facilitate another puzzle on the right of the main bomb.

       I couldn't be more pleased with the three puzzles I've prototyped. Of course I have not play tested them, therefore I have no idea if they are as successful as I believe them to be, but what is certain is that one of these all have equal potential to fit the criteria of the assignment and that each of these have further developed my knowledge and experience with puzzles.

NEXT POST: IT'S DA BOMB: PLAY TEST SESSIONS

No comments:

Post a Comment