Sadly, I didn’t get much of a chance to work on the game this week. However, I did stream for four hours across two different sessions over the weekend.
Most of the work that I did on-stream was on designing some more puzzles for the dot mechanic. I now have around 30 decent puzzles for a rough draft version of the area, which is more than half the number of puzzles as there are in the largest single area currently in the game. I still think I can get at least a few more good puzzles out of the mechanic, but I am quite happy even if I don’t come up with much more than the current puzzles anyway.
Below is a picture of all the currently existing dot puzzles. I haven’t built an area for them, so they are just floating in empty space in the editor. The circled area is the puzzles I have selected to be part of the rough draft version of the area. I simply showing them as black rectangles, because showing the actual contents would be spoilers. 🙂
I came up with an idea for a new puzzle type in the middle of the night Saturday. (Strangely, I seem to get some of my most creative ideas around the witching hour) This idea was surprising in its simplicity, particularly because I never thought of it in the year and a half that I’ve been working on Taiji. I haven’t quite settled on how to implement it yet, so it remains in the amorphous “idea space” but it hopefully will be interesting when I do/can implement it.
Hope to get more done this week.