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 Post subject: Puzzle Designing
PostPosted: Fri Jun 11, 2010 5:42 pm 
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From Wikipedia:

"A puzzle is a problem or enigma that tests the ingenuity of the solver. In a basic puzzle, one is intended to piece together objects (puzzle pieces) in a logical way in order to come up with the desired shape, picture or solution."

I'm sure for those of you that have played Book I and II, you remember some of the following puzzles:

  • The treasure map you found in Everdale. (Ref)
  • The eight wooden lever puzzle on the third floor of Talushorn. (Ref)
  • The slider chest in Whistling Cave with the clue, "The answer is: S T E E L". (Ref)
  • The four chests underneath Port Kuudad in the sewers that are accompanied with riddles. (Ref)

If you could design a puzzle for Eschalon: Book III or a future add-on, what would it be?

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 Post subject: Re: Puzzle Designing
PostPosted: Fri Jun 11, 2010 7:48 pm 
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Here is one of mine:

2111 8605 0012 3311
1000 4206 5711 9023
↑ ↓ → ↑ ← ← ↓ ↑ ← →


Designed for a slider chest with a plaque on the wall depicting the above. If the wrong combination is entered, the chest could explode causing lots of damage or it could spawn in a couple of *protectors* which are tough to kill. These *protectors* wouldn't drop loot or give experience to avoid them becoming farmable. The number '1000' is intentional, requiring the player to give a little thought as to how they input the correct combination in without being hurt.

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 Post subject: Re: Puzzle Designing
PostPosted: Wed Jun 16, 2010 3:22 am 
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Jedi_Learner wrote:
Here is one of mine:

2111 8605 0012 3311
1000 4206 5711 9023
↑ ↓ → ↑ ← ← ↓ ↑ ← →


Designed for a slider chest with a plaque on the wall depicting the above. If the wrong combination is entered, the chest could explode causing lots of damage or it could spawn in a couple of *protectors* which are tough to kill. These *protectors* wouldn't drop loot or give experience to avoid them becoming farmable. The number '1000' is intentional, requiring the player to give a little thought as to how they input the correct combination in without being hurt.


Hmm. Not sure what you mean by the 1000 remark, but one interpretation of this puzzle would be to use 8605 as the answer. Or alternately 5711 I suppose.


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 Post subject: Re: Puzzle Designing
PostPosted: Wed Jun 16, 2010 3:54 am 
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I came up with 3311. *shrug*
I defy logic. Of course, being as right brained as I am, the reverse is often true. :mrgreen:

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 Post subject: Re: Puzzle Designing
PostPosted: Wed Jun 16, 2010 7:43 am 
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The answer to my puzzle is 8605. Start on the number 5711 and follow the arrow directions. If you start on another number, you'll end up heading in a direction that doesn't contain a number.

Farwalker wrote:
Hmm. Not sure what you mean by the 1000 remark...

Image

If you enter the correct combination going left to right, you will trigger the trap if you don't go backwards for the first number or touch the other sliders first.

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 Post subject: Re: Puzzle Designing
PostPosted: Wed Jun 16, 2010 7:17 pm 
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Jedi_Learner wrote:
If you enter the correct combination going left to right, you will trigger the trap if you don't go backwards for the first number or touch the other sliders first.


Oooh, I like it! :D


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 Post subject: Re: Puzzle Designing
PostPosted: Thu Jun 17, 2010 12:49 am 
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Location: Guarding the heavens
Here's a riddle,

What seems inky dark but doesn't leave a mark
Turns blue if the time is true
Can't touch or feel
You can see me
If you don't live in the ground

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 Post subject: Re: Puzzle Designing
PostPosted: Thu Jun 17, 2010 6:15 am 
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The sky?


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 Post subject: Re: Puzzle Designing
PostPosted: Thu Jun 17, 2010 11:31 am 
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Another one from me. Don't be afraid to share your own ideas. :P

- - - - - - - -

Another slider chest puzzle:

You see a plaque attached to the wall. It looks like someone has hastily scribbed a short note on the plaque which has been angrily crossed out.

What is the number?

Image

[Highlight to Read Solution]
The answer is 6482. This puzzle is all about anagrams. Players should notice that the second and fourth line share the same words, only backwards. The clue *Two Four*, the first number tells you what order the line comes in, and the second number tells you part of the combination. Sine Ox is *One Six*, Woof Rut is *Two Four*, Tree Height is *Three Eight* and Rut Woof is *Four Two*.
[/End]

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 Post subject: Re: Puzzle Designing
PostPosted: Fri Jun 18, 2010 4:05 am 
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Jedi_Learner wrote:
The answer to my puzzle is 8605. Start on the number 5711 and follow the arrow directions. If you start on another number, you'll end up heading in a direction that doesn't contain a number.

Farwalker wrote:
Hmm. Not sure what you mean by the 1000 remark...

Image

If you enter the correct combination going left to right, you will trigger the trap if you don't go backwards for the first number or touch the other sliders first.



This is exactly why I loathe most puzzle designs--they simply do not contain enough information to "properly" solve them where you've even got half a chance of doing so without getting pummeled.

Here's what I mean: The way I think, you could end up with any of those numbers. Why? Because with the information given, there is no indication that the arrow directions cannot "edge wrap" back around to the prior column or row.

If there was another earlier clue/reference to the puzzle/chest, say perhaps with a pirate-y quotation about, "One should never wander off the edge of what is written on the charts, for there lie beasts and bombs and all manner of evil ilk." then I would at least have a shot.

My 2-pence worth...


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 Post subject: Re: Puzzle Designing
PostPosted: Fri Jun 18, 2010 9:45 am 
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bitsweep wrote:
Here's what I mean: The way I think, you could end up with any of those numbers. Why? Because with the information given, there is no indication that the arrow directions cannot "edge wrap" back around to the prior column or row.

Then place skulls or something similar around the numbers, or would you find that confusing as well?

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 Post subject: Re: Puzzle Designing
PostPosted: Fri Jun 18, 2010 10:28 am 
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Jedi_Learner wrote:
bitsweep wrote:
Here's what I mean: The way I think, you could end up with any of those numbers. Why? Because with the information given, there is no indication that the arrow directions cannot "edge wrap" back around to the prior column or row.

Then place skulls or something similar around the numbers, or would you find that confusing as well?


Might be confusing, as you get into the situation of too much info/info overload. For what it's worth, I generally have trouble with puzzles like these as well, since I tend to think too much 'outside the box' or overthink.


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 Post subject: Re: Puzzle Designing
PostPosted: Fri Jun 18, 2010 10:49 am 
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You know, I'd like to see a blasting-powder-based puzzle. Book II kind of made some "simple" ones, in that you had to cart 60 lbs. of gunpowder across the map just to pow through the remaining rocks blocking the chest - I liked that a LOT.

But, how about being teleported into a room that is all but filled with blasting powder kegs? And you can't move more than a square or two (initially) until some of them are destroyed? Problem is, destroying them would release various monsters that can shoot you from a distance. If you do it right, however, you can *also* use the kegs to destroy the monsters. Obviously this would require your having access to a bow & arrows at the start of the puzzle, but that would be as simple as having a dead body right there when you fall in, wouldn't it?

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 Post subject: Re: Puzzle Designing
PostPosted: Fri Jun 18, 2010 10:59 am 
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Oshkell wrote:
You know, I'd like to see a blasting-powder-based puzzle. Book II kind of made some "simple" ones, in that you had to cart 60 lbs. of gunpowder across the map just to pow through the remaining rocks blocking the chest - I liked that a LOT.

But, how about being teleported into a room that is all but filled with blasting powder kegs? And you can't move more than a square or two (initially) until some of them are destroyed? Problem is, destroying them would release various monsters that can shoot you from a distance. If you do it right, however, you can *also* use the kegs to destroy the monsters. Obviously this would require your having access to a bow & arrows at the start of the puzzle, but that would be as simple as having a dead body right there when you fall in, wouldn't it?


If done right this could be rather devious... most characters will only be able to carry so many of those kegs at a time, and if there is limited space it could be made tough just to stay clear of the blasts to stay alive.


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 Post subject: Re: Puzzle Designing
PostPosted: Thu Aug 05, 2010 6:42 pm 
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How about something like this? You could use the electricity balls already in the game. :P

Image

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