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 Example Puzzle 2 (Page 4 of 7) Previous Page Next Page
Edge of Forever - Puzzle 2
Taken from the map - Edge of Forever
The room consists of two electric generators that are connected via several large cables across the floor. These cables merge together and finally end with the battery in the middle.

The puzzle starts when the player switches on the battery in the middle of the room. The player has to charge up the battery by maintaining a current from either generator. Getting the timing right for the generators is the key, otherwise the battery will keep resetting.
Click on the above image for a larger version
Puzzle 2 - All Entities Entity Legend
All entities used for the puzzle logic What the entities look like
 Just In Time    
Puzzle 2 - Timeline The timing of events is critical to the player and if that is not understood, the puzzle will reset. The generators are active for 5 seconds only and they cannot be re-used again until they are finished, which means they need to overlap each other to keep the battery constantly alive.

The order in which each generator is used does not matter; the core logic of the puzzle is the battery cells (lights) which decide the progress. Luckily no variables are needed because the puzzle resets after a certain time limit.
Puzzle 2 - Puzzle Core All of the battery cells are tested together when either generator is used and the progress is decided by func_door blocker entities. As each cell is completed the previous cell is temporarily locked and the next one is revealed.

Progress through the puzzle is finely tuned to the time of the generators, and the layout of the blockers is important. For example, the first cell blocks itself for a fixed amount of time and if the second cell is used then more time is needed, so another blocker is added to the first cell.
Puzzle 2 - Reset Timer The final part of the puzzle logic is the reset function which is called several times by different cells. The first cell starts the reset process on a timer and if nothing happens the puzzle resets, nice and simple.

When the second cell is used the previous timer needs to be stopped and a blocker entity is used to extend the time limit. A second timer is created just in case the final cell is not triggered, but if the puzzle is completed one final blocker entity is added to stop the reset.
 Extra Blocks and Logic    
Puzzle 2 - Logic Blocks The puzzle logic could be optimized further by merging the generator switch triggers down to one as both do the same thing by triggering all cells. The reason for the extra logic is because unique visual effects on each generator need to be controlled by the puzzle.

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 read.
Puzzle 2 - 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 two Finish Blockers stop the battery cells, reset and generator logic 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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