The first idea I came up with was a hidden button, the player would be hinted by drawings on the wall of a room with caveman like drawings and guided to a button that would be unreachable by normal means such as reaching your hand out fully. A cave painting would describe through simple drawings of how to complete the puzzle, this one for example the player would have to find a spear in the room if they do not have one already and use the tip of the spear to push and hold in the button for a small amount of time, raising a door up and when the button is disengaged the door would slowly lower, slow enough to give the player time to orientate themselves and move through.
Before the player can reach this button they are given an obstacle which uses a button in the floor, the player stands on this button which then starts to lower a wooden platform down so the player can jump onto it to cross the pathway, this was made to have the player get use to the idea that buttons can be interacted with by the player and get them sue to the idea they can be used for more complex puzzles later down the line.
Although these two puzzle was not introduced into the game, the blocked out level of it still remains with working buttons which shows that it would have been a viable puzzle that could have made it. Within the new temple level however there was a mechanic that was introduced which drew inspiration from this idea, Luke had created a similar idea using a block that the player could place onto a button in the ground, allowing for the player to progress through a doorway which could only be opened while the button was pressed down. Inside the Temple level built by Luke also houses a remake of the old Block out level, made almost identical to the one built by me for the testing of the button idea.
Another Puzzle idea that I came up with was for a cave like level which only seen the light of day through concepts only, covered by gemstone and the only light was the light from the gems making this dark cave area be one of the brightest and most colourful areas the player could visit. Using the lights on the wall the player would use the magic they had gained at this point in the game to shoot a fireball at the crystal, this would light up a small pathway on a dark area for a few seconds before fading away again. This area would be a dimmer light one, almost void of light on the ground so the player could tell pit from path. This idea was scrapped early on due to time constraints, the idea was at the time of conception possible but more urgent parts of the game needed to be worked on and the constraint on time made this another cut idea.
The first obstacle came very early in development of the game, as far back as the Alpha Village, the player would have been stopped by a large drawbridge blocking their way to the temple grounds, this would have been lowered by the player shooting with fireballs 2 bits of rope that would drop the bridge down leading to the old hub world like area of the game but only ever seen the block out stage and not actual in game use that early in development. This idea was however adapted and evolved by Holly who used a similar type of mechanic inside her Mountain Pass level that utilised a drawbridge like structure and dropped when the player would shoot at it using their magic.
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