Dev Log 2-2
I've been thinking about how to design good puzzlers for our game for a while now. I needed to find inspiration first. I started by identifying the two most important elements we needed for our puzzles: visual pictures and a test of logical thinking. Then I came up with a very special source of inspiration: the Chinese Civil Service Exam. In China, people who want to enter the government as civil servants need to take and pass this exam. In this exam, besides some basic knowledge and law-related questions, there is also a category of logic test questions. I then went to search for related contents. There were indeed many questions designed in the form of pictures. And these questions are almost without words, which is also very much in line with my requirements.
I found this one, and the many triangles in this puzzle made me think of the idea of using the sides of polygons in puzzle design.
I thought of this because when I solving the puzzle, I had considered whether the logic of the puzzle would have anything to do with the number of sides of the triangles. Although the answer proved that the sides were not part of the logic of the puzzle, the idea of using the sides in the puzzle design reminded me of a puzzle I designed in my first year of college. That puzzle involved the solver observing hexagons to think logically. I combined Zimu's idea of the butterfly pattern from last semester and created the following puzzle.
I presented this puzzle to my professor at last week's team meeting. I got a lot of valuable feedback. But then I found a bug in the puzzle: one butterfly was in the wrong position. This can directly lead to player confusion. Thanks to Zimu for pointing this out in testing. I then fixed the bug and also wrote the first number in the puzzle. This is a sort of hint to help the player solve the puzzle. More hints I plan to place in rooms in the game as collectible items. This will also increase the number of collectible items. Enrich the content of the game. I will learn from the design process of this puzzle to help me design the next two puzzles. Hopefully everything will go well.
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Your exploration of using the Chinese Civil Service Exam as a source of inspiration for designing puzzles is a unique and innovative approach. It's interesting to see how an exam known for its rigorous testing of logic and knowledge can influence game puzzle design, especially with the emphasis on visual and logical elements. The transition from being inspired by a question involving many triangles to incorporating polygon sides into your puzzle design showcases creative thinking and problem-solving skills.
The idea of integrating visual patterns, like the butterfly pattern from Zimu's idea, into puzzles adds a layer of depth and engagement for players. It's commendable that you actively sought feedback and were quick to address the bug identified during testing. Incorporating hints within the game environment as collectible items is a clever way to enrich gameplay and encourage exploration.
As you continue to design more puzzles, it would be useful to hear about any new inspirations or methodologies you're considering. Additionally, how do you plan to balance the difficulty level of these puzzles to maintain player engagement without causing frustration? Your approach to puzzle design could offer valuable insights for others looking to create engaging and thought-provoking game content.
Hi Theo! Your dedication to exploring different sources of inspiration for puzzle design is impressive! I admire how you've drawn inspiration from the Chinese Civil Service Exam and incorporated elements like logical thinking into your puzzle designs. It's great to see how you've iterated on your designs based on feedback, and your attention to detail in fixing bugs and adding hints shows your commitment to creating an enjoyable player experience. Keep up the fantastic work, and I'm excited to see how your puzzle designs continue to evolve!