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 Example Puzzle 1 (Page 3 of 7) Previous Page Next Page
Edge of Forever - Puzzle 1
Taken from the map - Edge of Forever
The room contains two electric generators next to the windows. The generators are connected via cables to the ceiling coils and linked to the battery in the middle.

The puzzle starts when the player switches on the battery and the two ceiling coils start alternating on and off together. The player has to switch on the correct generator linked to the ceiling coil that is active. This will fill up three bars on the battery and complete the puzzle.
Click on the above image for a larger version
Puzzle 1 - All Entities Entity Legend
All entities used for the puzzle logic What the entities look like
 Journey to the Center    
Puzzle 1 - Main Loop The core of the puzzle is the three lights (cells) around the outside of the battery. This is a visual indicator of how far the player has progressed through the puzzle and what is left to do. The puzzle never resets, which allows the player to concentrate on the switch mechanics instead.

The window generator switches are linked to a pair of func_button entities which trigger target_relay entities. The main loop of the puzzle is three func_button entities arranged in a row like an AND logic gate.
Puzzle 1 - Timer Loop Both ceiling coils alternate between an on and off state, but only one coil is on at once. This requires a timer loop to cycle between the two coils and highlight which one is active.

The timer loop consists of a target_shooter triggering the first func_button entity which in turn triggers a target_delay to make sure the loop keeps going. The first func_button has a high wait key value so that the target_shooter has time to hit the second func_button before the first button resets.
Puzzle 1 - Coil Loop With the timer loop alternating between both ceiling coils, this function could also block which generator switch should be working as well.

A func_door entity is placed between the target_shooter and the func_button trigger of each generator switch and connected to the timer loop. There are no special reason for using a func_door instead of a func_button entity, both types work equal well in this situation. The difference was created for the understanding of function, func_door = no damage.
 The Big Picture    
Puzzle 1 - All Logic With the puzzle logic broken down into smaller functions it is easier to see how all the entities fit together. By using a modular approach the pieces can be reused for other puzzles and this helps with the testing of different designs.

The final layout had all the info_notnull entities removed because of problems with Q3 limits. The angle key was used instead which unfortunately makes the editor layout of the puzzle harder to understand.
Puzzle 1 - Error Handling The flow of the puzzle is controlled by blocking entities which stop the target_shooter entities. The Start Blocker prevents the generators from being used until the battery is active. The Finish Blocker prevents the timer and main loops from running once the puzzle is complete.

There are three switches to interact with and only one starts the puzzle. If the player uses any of the other switches before the battery, a message is displayed. Once the Start Blocker is activated the player hint is disabled.
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Level Design -
GameDev Advice -
Creating Terrain -
Terrain Blending -
Rockwall Corridors -
Rockwall Detail -
2 Point Clipping -
Phong Shading -
3D Puzzle Scripting -
Triggerable Shaders -
RTCW Scripting -
Scripted Doors -
Basic Lift -
Advanced Lift -
Cooking -
Apple Crumble -
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