Week 9, Into the third month
12 years ago
Hurray its March! Soon it'll be spring and all this icky snow will be gone.
Time is just flying by, this week I started to work on the first "dungeon area" of the game, as much as a farm can be dungeon-y. :P I had to sit down and sketch out how it'd look, what would be in it, how many maps would in it, and then I thought "What is the players purpose here?" Going back into my notes to see what I had planned story wise and then remembered the player was to find one of his Tools here.
Every RPG always has some puzzle elements to it, from yer simple block puzzle to maddening vague writings on the wall on what yer suppose to do in this room. (I'm looking at you Legends of Grimlock >_>) My puzzles here are going to be inspired by the Wild Arms series, which had the player pick up various tools that you'd use to solve puzzles, and each character had their own unique set. From a radar to find hidden treasures, to grappling hooks to cross gaps to matches to light things on fire, it was fun trying to figure out which tools you needed for the job. I guess you could say that was inspired by Zelda, for its "here's a new item in this dungeon now go beat it" thing.
So that's how its going to be, going to try to stay away from using dozens of push block puzzles where everything you need is in the room, and instead have puzzles where the player is part of the solution. If you cant solve this one you're probably missing a Tool you'll need down the line. Backtracking! It's not so bad in small doses right? :P
That's it for this weeks journal, now back to erecting another barn then off for more overtime at work. :3
Time is just flying by, this week I started to work on the first "dungeon area" of the game, as much as a farm can be dungeon-y. :P I had to sit down and sketch out how it'd look, what would be in it, how many maps would in it, and then I thought "What is the players purpose here?" Going back into my notes to see what I had planned story wise and then remembered the player was to find one of his Tools here.
Every RPG always has some puzzle elements to it, from yer simple block puzzle to maddening vague writings on the wall on what yer suppose to do in this room. (I'm looking at you Legends of Grimlock >_>) My puzzles here are going to be inspired by the Wild Arms series, which had the player pick up various tools that you'd use to solve puzzles, and each character had their own unique set. From a radar to find hidden treasures, to grappling hooks to cross gaps to matches to light things on fire, it was fun trying to figure out which tools you needed for the job. I guess you could say that was inspired by Zelda, for its "here's a new item in this dungeon now go beat it" thing.
So that's how its going to be, going to try to stay away from using dozens of push block puzzles where everything you need is in the room, and instead have puzzles where the player is part of the solution. If you cant solve this one you're probably missing a Tool you'll need down the line. Backtracking! It's not so bad in small doses right? :P
That's it for this weeks journal, now back to erecting another barn then off for more overtime at work. :3