Suggestions for (new) Gruntz puzzle Designers Oct 15, 2015 15:13:43 GMT -8
Post by GooRoo on Oct 15, 2015 15:13:43 GMT -8
- start small! Try 32 tiles wide by 24 tiles tall, to start. It is easier to expand a map than it is to reduce the size of a map already filled with your work.
- lay out background (Ground Tiles) using 1 through 8 in a semi-random pattern, filling the entire map area
- make a plan for how the solver will move: spiral inward/outward; zig zag; to and fro (it doesn't matter how, but have a plan in mind
- place the ExitTrigger (King's Fortress) logic centered at least two tiles in from every edge of the map
- place the solver's Grunt(z), properly equipped, or with the means nearby to get what they need
- plan an area only reachable by a Red Warp large enough to contain a Warp letter and return space
- As needed, place Switches (with logics!) and immediately place related Trigger objects with their logics.
- test frequently! Adding dozens (or more) of Objects without testing makes it difficult to determine which change caused the problem you are experiencing. For the Secrets, place a properly equipped test Grunt near the initiation area for the Secret. Your testing will go much faster if you do not have to start from the beginning for each new mini-puzzle.
- pay attention to graphic detail; use the proper stairway for elevation changes; vary the appearance of borders; be sparing with the use of Construction Pyramids (intended by the game's authors only for alteration by a Question mark Switch, not merely as obstructions); when there is no Bomb Grunt involved, it is only necessary to place Pyramids N, S, E and W ... NW, NE, SE and SW are not needed.
- all rectangles is ... boring ... use the tiles available to create interesting maps.