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- Jul 4, 2015
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I've been trying to plan out the layout of a dungeon that's a more-or-less natural cave system underground in-game, but I'm having trouble coming up with good "puzzles" for the area—you know, "button in Room A removes obstacle in Room B," "feed these three items into the whachamacallit to open the door," "shuffle around these tiles and when you get them right the way clears up"—those kinds of things.
The problem is that while those things don't feel too out of place in a temple, or some crazy guy's mansion, there's no reason for those kinds of things to be in a natural cave system.
Does anyone have any ideas that could work better? Or do you think I ought to just throw my hands up and go with buttons and tiles and sticking crystals in crystal-shaped indentations in walls and the such anyway and pretend that doesn't not make sense?
Some ideas I have been able to come up with:
The problem is that while those things don't feel too out of place in a temple, or some crazy guy's mansion, there's no reason for those kinds of things to be in a natural cave system.
Does anyone have any ideas that could work better? Or do you think I ought to just throw my hands up and go with buttons and tiles and sticking crystals in crystal-shaped indentations in walls and the such anyway and pretend that doesn't not make sense?
Some ideas I have been able to come up with:
- Sokoban with boulders
- Push a boulder down an incline or through a hole in Room A—they'll demolish an obstacle in Room B
- As a last resort: magical sigils that have been applied to walls and such, the erasing of which will deactivate gas/locks/etc. Different from a button in that an evil wizard can just slap a sigil on any old surface whenever.