Puzzle Creator: Difference between revisions
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* [[File:Puzzle Creator portal door.png|32px]] Door (cannot spawn) | * [[File:Puzzle Creator portal door.png|32px]] Door (cannot spawn) | ||
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==Hints== | |||
===Initial non-repeating hints=== | |||
*Click a chamber surface tile to select it. | |||
*Click and drag across several surfaces to block-select. | |||
*Right click selections to change surface portalability. | |||
*Drag the boundary edge of a selection to move the highlighted surfaces. | |||
*Press and drag the background to rotate your camera view. | |||
*Move the mouse to the far left edge of the screen to open the puzzle item palette. | |||
===Beginner=== | |||
*Right click an item to change its properties or connect items together. | |||
*The entry door, exit door, and large observation room are mandatory items. They can be moved, but they cannot be deleted or duplicated. | |||
*Use the '+' and '-' keys to quickly modify selected chamber surfaces. | |||
*Press 'P' to change portalability of selected surfaces. | |||
*Use the controls along the far right edge of the editor window to pan, zoom, and rotate your camera view. | |||
*Rotate the camera view up to work on the ceiling. | |||
*Rapidly duplicate puzzle items by holding down CTRL while moving them. | |||
*Use the mouse scroll wheel to zoom in and out. | |||
*Some items need to occupy space behind the surface they are mounted to. Look for a dashed outline of the required volume while you move them. | |||
*Some item placements are incompatible and will show an error indication until they are fixed. | |||
===Early intermediate=== | |||
*Use the adjustment gizmo that appears when you click an item to reposition it on its surface. | |||
*Double click a surface to automatically expand the selection around all adjacent coplanar surfaces. | |||
*Block-select surfaces on different planes to select a volume. | |||
*Look for hotkey shortcuts along the right side of menus. | |||
*The large mandatory observation room emits a bright light that casts shadows. Position it to enhance the visual effect of your chamber. | |||
*Are your puzzles too dark? Use small observation room and light strip items to control the illumination level throughout your chamber. | |||
*Press and drag the middle mouse wheel/button to rotate the camera view. | |||
*The icons along the left side of a context menu are buttons that can be used repeatedly while the menu is open. | |||
*Press and drag the middle mouse wheel/button while holding down SHIFT to pan the camera view. | |||
*With a volume selected, the +/- keys will fill or carve. | |||
*Press and drag the right mouse button to rotate the camera view. | |||
*Drag the boundary of a volume selection set to move a portion of your chamber along any 3D axis. | |||
===Intermediate=== | |||
*Connect multiple buttons to a receiving item: This requires all to be pressed simultaneously for activation. | |||
*Hold down the spacebar and drag anywhere to quickly move selected surfaces and volumes. | |||
*Use 'Home' key to reset the camera view. | |||
*Press 'F9' to rebuild and run your puzzle. | |||
*Use WASD keys to move the camera view. | |||
*Use the QE and RF keys to rotate the camera view. | |||
*Press the 'O' key to invert the portalability of selected surfaces | |||
*Connect items together quickly by selecting one and using the 'K' key. | |||
*Hold down ALT while moving items to keep them on surfaces facing away from the camera view. | |||
*Hold down SHIFT while rotating turrets and dropper-less cubes to snap their orientation to 45 degree increments. | |||
===Advanced=== | |||
*When previewing your puzzle in first-person mode, use the 'noclip' console command to quickly navigate the chamber. | |||
*Place up to 4 light strips on a surface by using their adjustment gizmo. | |||
*Change glass to grating by right clicking and changing the barrier type. | |||
*Drag a trajectory target back onto its faith plate to create a vertical launch. | |||
*Create a pre-placed paint splat by deleting or disabling the associated dropper. | |||
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===WIP Editing=== | |||
*Hold down SHIFT while clicking surfaces to expand the selection. | |||
*Use Arrow keys to nudge the selection. | |||
*Shift+arrow keys moves the carat in floor space. | |||
*Use the PageUp/PageDown keys to nudge the selection in and out. | |||
*Use Shift + arrow keys to expand the carat (Alt+Shift to move the opposite end) | |||
*Holding down Spacebar while using the arrow keys to move the volume selection. | |||
*Hold down CTRL while moving volume selections to duplicate the selection. | |||
*Use number keys 1-0 to place an item type. Repeatedly tap to cycle through options. | |||
*Use CTRL+number keys to set the camera to a preset view. | |||
*Use CTRL+F5-F8 to save a custom view setting. F5-F8 to restore the view. | |||
//Puzzlecraft Tips (WIP) | |||
*Keep goals clear: The puzzle exit should always be visible upon entry. | |||
*Keep puzzles simple. Players should be able to keep the solution in their head. | |||
*Keep puzzles transparent. Players should always see the effect of pressing buttons. Avoid putting things in separate rooms. | |||
*Keep puzzles about the cerebral challenge, not the execution: Puzzles should be easy to solve once players know the solution. | |||
*If you want your puzzle to be broadly played and enjoyed, don't make players rely on precise timing or 'ninja' FPS skills. | |||
*Twitchy puzzles that require precise timing are less fun for most players. Expect a smaller audience. | |||
*Maintain a sense of progression: Split up large puzzles into a series of smaller experiences. | |||
*Maintain a sense of progression: Avoid puzzles that force the player to revisit the same area again and again. | |||
*Puzzles are a contest between author and player where the player is ALWAYS expected to win in the end. | |||
*Good puzzles are not so tricky to be frustrating, but just tricky enough to make players feel smart when they solve it. | |||
*Keep it simple: Fewer puzzle elements arranged in a clear, strong way are better than many elements organized in a tangled knot. | |||
*Playtest early and often to know what parts your audience finds too easy or too hard. | |||
*Keep t-beams away from buttons where they can accidentally lift placed buttons or players. | |||
*Avoid lasers that are always in the players movement path: they can get annoying really fast. | |||
*It's okay to have more than one way to solve a puzzle, just be aware that the alternatives exist and that they don't ruin the puzzle. | |||
*When you add another mechanic to your puzzle, you're increasing complexity -- make sure each added mechanic justifies its existence by contributing something interesting to the puzzle. | |||
*Find a fun central concept for the puzzle and design back from there. | |||
*Be careful not to put critical elements on the ceiling. Players rarely look up (or down) unless guided to. | |||
*There should be a twist in every map. Players get more enjoyment when they figure the twist than when they actually solve the puzzle. The ideal case builds a lot of suspense. 'Whoa! I think this might work' ... [tries crazy idea] ... 'That's awesome! I can't believe I did that!' | |||
*Avoid straightforward puzzles. They are boring. | |||
*Players can't judge how far they will fling - try to avoid making a puzzle with multiple options for a fling where players need to choose the same one. | |||
*Don't make a space that allows for an infini-fling unless it is part of the puzzle. When players are stumped they will frequently try this mechanic. It's also a complicated maneuver so it's possible to fail for a long time before you realize that it's not how to solve the puzzle. | |||
*Avoid creating linear puzzles in linear spaces. | |||
*Stick to using puzzle mechanics already defined in Portal 2. Most players don't appreciate idiosyncratic behavior. | |||
*Play along with users' expectations of how puzzle items function. Defying their expectations loses their trust in how anything will function. | |||
*Buttons should only have a single output. Multiple outputs can be confusing. | |||
*Never, ever, let the player get into an un-winnable state. | |||
*Don't allow cubes to get into places where the player cannot retrieve them. | |||
*Avoid using floor-portal orientations as a puzzle mechanic, as most players are unaware portals even have an orientation. | |||
*People's eyes are drawn towards brighter areas. Use lighting to direct player attention. | |||
*Use strip light array, lasers, and other linear features to direct player view along a line. | |||
*Avoid "chambers within chambers" where players can't see the consequences of their actions on the puzzle state. | |||
*Testers want to help you improve your map. Listen to their feedback carefullly and always remember to thank them for their time. | |||
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==Limitations== | ==Limitations== |