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Making complex adventures

Posted: Sat Jul 26, 2014 2:03 pm
by OondiLalaLoopy
Who see this topic maybe will laugh, but I have a big problem with making adventures. I want to make adventures for my hub but I don't know how to make them a little complex. Someone could help me to learn how to make complex adventures?PLEASE! :cry:

Posted: Sun Jul 27, 2014 5:20 am
by Blazeknight
There are a lot of things which you can combine to make complex adventures... I'll give you some hints and examples:

1. 9 Blink spells with flipbridges and buttons to reach a star
2. Floing-Pop mechanisms with automated systems
3. Stinker Race with fast-reflex magic spells
4. Something like mystery malfunction of MOFI

If you are a new designer, these ideas may sound scary or tough but you can make the best of adventures only by experimenting with the WA3E yourself...
For reference and practice, you can play custom hubs to give you more ideas. Feel free to ask me or anyone for help anytime :D

Posted: Sun Jul 27, 2014 8:23 am
by Yzfm
When I try to make my adventures complex (and mostly fail, but whatever) I like hiding a puzzle's solution within another puzzle, as in, you get nine brr charges in one section, and you have to save one to use in the following section. I also like to use floing's spellball stopping power, it can make very decieving puzzles.

Posted: Sun Jul 27, 2014 9:35 am
by OondiLalaLoopy
Thank you guys

Posted: Sun Jul 27, 2014 2:55 pm
by Wonderman109
A good puzzle-making technique MNIK taught everyone from his 'smotherpuzzle' style was to work backwards.

Make a room with an exit gate and a button for instance, and add walls. Then put obstacles blocking each that require more items to be opened, and block those too until the room is filled up or almost filled up.

My personal design is to slap a bunch of puzzle ideas in a room and move them around until they both logically and physically fit together. Sort of like how Yzfm does it.

Posted: Sun Jul 27, 2014 4:46 pm
by Jutomi
The way I make puzzles is throw a bunch of mesh together, then throw more together,
then test if they work. :?

Many times, I end up with a beautiful mesh of meshes. :D

I wish you luck in adventure making. :mrgreen:

Posted: Sun Jul 27, 2014 5:37 pm
by Wonderland King
My trick is the opposite of MNIK's, to work forward. For instance, maybe I'll decide that the first step for the player will be to open the orange gate. So I'll put an orange button and gate... and so on. It's a pretty basic style, but it's the only thing that works for me. :wink:

Posted: Mon Jul 28, 2014 8:43 am
by Blazeknight
You can also make adventures where the player keeps coming to a centre-like place for every little puzzle section he solves and keeps using subsequent sections to progress again and again

Posted: Mon Jul 28, 2014 9:59 pm
by Wonderman109
Similar to what Blaze just wrote, you can have sections you solve and then repeat. (e.g. a button/key and gate puzzle, and then you press a ToggleOnce or round button and do the puzzle again with different gates.)

Some people do this with series, where in #1 you solve an area with an easy puzzle then come back in #5 or #10 or whatever and do a harder one in the same place with a similar design.

Posted: Tue Jul 29, 2014 8:09 am
by Blazeknight
Something like MOFIs volcanic system... Spiky balls inside invisible walls to use buttons and you wait for platforms to work

Posted: Thu Jul 31, 2014 9:28 am
by Pawelec
I usually stick to very few elements (eg. Transporters and Rotators), place some of them randomly, then I place the Star and choose starting spot, plan a path and finally I start complicating the path. I also make more than one solution possible, with the hardest one being the Gold solution.

Posted: Thu Jul 31, 2014 4:29 pm
by OondiLalaLoopy
Thanks for helping me.

Posted: Sun Aug 03, 2014 3:33 pm
by Wonderman109
I just made a big puzzle simply starting with some random objects I see scrolling through the Object categories and expanding on them so they all get used.

Posted: Sun Aug 03, 2014 5:24 pm
by Master Wonder Mage
I make a story and then uh maybe use puzzles as filler.