The Puzzle of What I am Working On

I love solving puzzles. Whether they are presented as a problem in every day life, as part of a game or just a theoretical situation I enjoy solving them and probably enjoy even more the rush when I find out I have solved them correctly. This is also probably why I have always enjoyed puzzle games from the old school detective style games in the 90s to being "locked" in a physical escape room today. In fact I have now done somewhere over 30 real life escape rooms.

When Nascent Reality first encouraged me to get Jon's course and enter the game jam the idea of an escape room was one of the first I had and when the theme was "End of Time" I knew I had to pursue it. I find it interesting how escape type games went from video games, to real life rooms and back to inspiring video games (and even card games now).

Weeks after that game jam I was approached by Al to look at improving my game jam entry. Write up a real game design doc, flesh out a much more complete game and experience and put some great art (i.e. not the crap I made myself - an artist I am not) with it. And after all our discussions and work I already have a great lesson learned from this project:

  • There is always at least 100% more work then you will estimate

This should be a statement every game designer gets tattooed. Or at least have it taped to their monitors.

I may not be as far along as I thought I would be. In some areas I am probably further along then I even realize I am. But most importantly, just like the escape rooms that I love to do, I am solving a puzzle in creating a game. And while at times it can be endlessly frustrating each new piece that gets completed is another puzzle solved, along with that huge rush in solving it.

In the coming weeks I hope to write more about the puzzles I did solve to create the game, and show more features that I am adding in. But to start a quick glimpse, of a room:

Debug info and non-textured buttons aside, how are you going to get out of here?

It's locked. It's always locked.

If you ever had a nightmare about forgetting your high school locker combination... well sorry.

Comments 2

  • I was also considering an escape room kind of game for one of my future projects. I've always loved point and click adventure games and an escape room game is almost that but (sometimes) without the story (and I'm no writer ;) ). I'm getting a Zero Time Dilemma / Zero Escape vibe from the screenshots you shared. Good luck on the project and keep the updates coming!

    • Thanks. I am spending time making sure the basics can be re-used for future escape rooms. There are a lot of basic components on object (e.g. If you click this print text and give item B) or if these conditions are met do action C. But there are also a lot of object specific items that can be carried to other rooms, such as the combo lock script.