The puzzle was a bit too difficult so I changed to starting angle of the second beam to give a bigger hint. After that, it's off to playtesting to refine player flow and pacing. The sightlines give the player ample view of the room so they can easily devise a plan, but they are also limited to only show relevant information (and maybe a red herring). Doors were moved around from the initial layout to increase circular flow and to give the player a clearer view from all angles by having them face the center of the temple. I created gaps and sightlines to keep the player oriented and to display the next stage in their path.Ĭonveyance like the initial direction of the second beam informs the player of its location, and they can see it through various sightlines around the temple. I blocked out the puzzle, and with it's logic tested and proven, it was time to iterate on the layout.
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