NEEDING A THIRD PUZZLE

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Okay I have three sequential floors in a tower, each floor has a new, different puzzle. But they must be simple to execute/program. For example, I have a block puzzle (a la Zelda style) that you need to push two blocks onto two switches while moving other blocks out of the way. Another puzzle involves four torches you must turn on/off until you get the right sequence to open the door. So all that leaves is just one more puzzle to come up with and I'm all out of ideas at the moment. Any ideas?
Link_2112
rush rush rush
3605
What kind of game? What powers/weapons/abilities are available?

Something involving mirrors? or the movement of one thing causes another object to move in the opposite direction?
Maybe something to do with memory? remembering a sequence.
Matching colors in some manner?
Some kind of puzzle that requires you to do it in a limited number of moves?
One of those puzzles where when you change the color of one square, adjacent squares change color, and you have to make them all the same color.
Your two puzzles mechanics are as follows:

A) Move against block + Leave it on X spot
B) Press key on torch + In the right sequence

The first action refers to the controls and playable character's abilities (press arrow keys = push object, etc.) which is a basic rule in designing puzzles.

The word in blue is the object that represents the challenge to overcome.

The second action is an additional challenge to spice these puzzles up.
A is about matching two objects together (block and floor switch), B is about memory/deduction.

My suggestion would be diversity:
Find another kind of first action the player can perform, something other than pressing the arrow keys or the Confirm key. It could be a mind puzzle, riddles... Or if you prefer an action-oriented puzzle that uses the Confirm key, make it different than a simple "click object" one. You could have the player throw an object at something for example.

The third object(s) can be anything. Crates, brick walls, statues, monsters, food, etc.

And the 3rd puzzle's second action could be to get the right choice out of many, get the right timing, etc.

Or simply brainstorm a list of actions and objects and let creativity guide your choice :)

author=Dyhalto
Use a Japanese IQ Test
Lol. That was fun.
Well thanks for the ideas! I think I'm going to do the moving one object moves all others in the opposite direction. It'll be tough but I think I can do it! :D
Link_2112
rush rush rush
3605
author=Darkflamewolf
Well thanks for the ideas! I think I'm going to do the moving one object moves all others in the opposite direction. It'll be tough but I think I can do it! :D


I made this in my Zelda game :P The hard part was making it so that if you try to push the block into a wall, it wouldn't move the other blocks. I ended up having it check the coordinates and only allowed the other blocks to move if the first block was in a different spot after the event resolved.

Good luck!
Okay remember the four torches idea? Where all four have to be on for the way to proceed? Well upon entering the room the puzzle randomly resets itself to 4 different variants. For example, we have torch A, B, C and D. Upon entering the room, you can have either A and D lit, or B and C lit, or A and C lit or B and D lit. Leaving and re-entering changes it up. Now activate one torch turns its on/off but also turns on/off 1-2 other torches as well. Turning it off, only turns the one torch off. So my question is, given the semi-random nature with how you start the puzzle off. What is the perfect way of doing this puzzle logic? What should each torch (A, B, C, D) activate besides itself so that no matter how the puzzle starts off initially, you can solve it?
How disappointing, after a long hard day at work, I was looking forward to finding the answer to this problem. But I find nothing... :(
You should rather decide how other torches get lit before deciding on the initial state.

Much like what I explained earlier, the first action represents the rule (what the player controls = light on/off torches) and the additional challenge depends on this rule (here the torches' initial state), therefore should be determined after the rules are set.

Example: In this puzzle I had to have the flame pillars' locations depend on the player's sword shots' trajectories or else the puzzle could have been impossible to solve. The same principle applies to your torch puzzle.
I guess I didn't make it clear. Upon entering the room, two of the four torches are lit. It can be, A/D, or B/C, or A/C or B/D. Simply walking up to the torches and selecting them will check to see if that individual torch is on/off and if so, turn it to the opposite every time the player activates that torch. In addition, each torch can 'magically' turn on/off one or two other torches depending on how the solution must be solved. (I haven't figured it out yet) Only when all four torches are lit is the puzzle solved. Does that make more sense?
author=Darkflamewolf
one or two other torches depending on how the solution must be solved.

Oh, that was the part I didn't understand.
So if I understand correctly and to put it in my terms, the rules change depending on the initial state...

EDIT: Ok I gave it a go and might have found the math rule behind it and the solution. It needs further testing though (I'll leave that to you). Here it is:

If the number of torches is odd, the amount of alteration possibilities must also be odd.
And if even, alt. poss. must also be even.

Here's an illustration:

Alteration rules:
Hit torch A = alters torches A and B
Hit torch B = alters torches B, A and D
Hit torch C = alters torches C, B and D
Hit torch D = alters torches D and A

No. of alteration possibilities:
A: 3
B: 3
C: 1
D: 3
Sum: 10

10 and 4 (amount of torches) are both even, so the puzzle can be solved regardless of which torch alters what other torch.

I tested this with two alteration rules setups and your 4 possible initial states, and theoretically the puzzle can always be solved in a few hits.

Example: (capital letter = lit)

A b
C d --> hit A

a B
C d --> hit D

A B
C D --> Solved!

Yes, it works in all four scenarios! Thank you!
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