When approaching puzzle design, I first look at what the result of the puzzle needs to be. What is the obstacle, and what is logically needed to overcome that obstacle. For example, if the obstacle is a locked door, what is the more logical way to get past it? To lubricate the hinges of the lock with an old banana peel, and then use a coin to unscrew the bolts in the hinges? Or to try and get through the lock using a screw driver? Sure, the one may be more 'challenging', but honestly there is NOTHING more frustrating than a puzzle that completely defies logic. I want the puzzles to have an almost MacGyver feel to them. MacGyver never picked up a paper clip and a rag, for 'just in case'. No, when he needed them, he would find something like a paper clip, and a torn off shirt strip. When obstacles need to be passed, I want the player to look for inventive ways to pass that obstacle
Ive been busy with some other work related things for the past few days, but I did manage to get the inventory system up and running. This video shows the basic interaction with items in the game. In this same way, you will be able to combine different items in the game aswell. So while this example has you picking up and item, and combining it with a 'real world object', you will be able to make different combinations inside the inventory by simply dragging and dropping items ontop of each other. This example doesnt have any dialog in it-but rest assured, it will! http://vimeo.com/18526920
Im busy making a new construct set (http://www.stasisgame.com/constructing-a-scene-part-2/) for the general room configurations onboard The Groomlake, and have really been looking at other games for inspiration. I think that DOOM 3 really was a groundbreaking game when it came to level design. If not in the layout of the levels, then definately in the art direction. Something that really sticks out in those levels was the amount of 'nothing' details. Every screen had a readout, there were computers running that opened up storage lockers, log books open with interdepartmental memo's about 'having a drink with Dave'