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Monthly Archives: July 2011

With a little bit of elbow grease and some colored lighting, I have successfully designed a puzzle.

In all her glory. I can’t get that potato off the Portal Device, but whatever.

Having learned my lesson about slap-dash level design from my previous failure, I decided to be very careful and efficient when designing this one, but I was also able to retain some of the ideas that I liked from that puzzle. I began by making the following chart:

Switches
Controlled Items
Tools
Floor Switch 01
Angled Panel
Floor Switch 02
Emancipation Grid
Discouragement Beam
Chamber Door
Button
Cube Dropper
Cube
Excursion Funnel

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As I sought out temporary avenues to practice game design without a team of programmers and artists, I suddenly remembered that all Valve games come with the development tools to make mods and custom levels. Feeling emboldened by the amazing entries in Valve’s official mod contest for Portal 2 (a delightfully vexing puzzle game with a simple rule set and some dastardly challenges), I set out to learn to use the tools and practice level design. Here’s what I’ve learned so far.

While browsing the super helpful wiki on the subject, I came across a couple of schools of thought for level design. One method for designing a Portal puzzle is to use a chart to plot out the various states you want the puzzle to go through before you complete it. This can help you design a puzzle before you really have a vision of what it’s going to be. For example…

 

1 2 3 4
Emancipation Grid On On Off Off
Floor Button Unpressed Unpressed Pressed Cube’d
Storage Cube Hidden Out of reach Obtained On button
Small Button Pressed Cube dispensed x x
Chamber Door Closed Closed Closed Open



This is a simple 4 step puzzle that I designed as a basic way to get started. I selected the elements that I wanted in my puzzle first, and then decided what they should be used for and when they should be used. Apart from knowing what each button actually controlled, I didn’t really have any kind of concrete image in my head of what the puzzle would be at this time. But this simple chart gave me a foundation to work from. I ended up with a puzzle that looked like this:

Prolonged exposure to the button!

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