#Light Out and Door Puzzle for a Dungeon

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steel bobcat
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Light Out Puzzles are a common Puzzle thrown in as a minigame at times, and perhaps you could implement it into a dungeon in which there's a switch in each room which is connected with a series of cables and can flip a series of lights on or off, as they would in a Light Out puzzle.

What is a Light-Out Puzzle?

Typically the puzzle is designed in a 3x3 square, but it can be larger. The puzzle works by clicking on a block and then that block and neighbors of the block switch states to on or off. The goal of a typical game is to turn on all of the lights or turn them all off. If you want a solve state you'd probably want to start with it solved and flip some switches from there. In this suggestion, the lights aren't directly adjacent to one another, only adjacent by room. Perhaps a hallway would have many different lights that could each affect each other. But still that would only covers the lights in the rooms.

Obviously, people can place down torches, so these light switches, or levers, could also control doors to open and shut them. Perhaps the doors are hidden in walls, using a piston like contraption or maybe by hitting the switch it erases a section of the wall. Thus, players might not know which way leads to a new room.

This would create a changing maze for the dungeon.
-# You could in another game have it so the other rooms only generate if they are turned on and are erased otherwise, but for a sandbox game, you really don't want structures to generate constantly or even as rapidly as that. So let's just say that the dungeon's design is set in stone and doesn't change, it just opens and closes doors.

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Edit: I've decided to alter the suggestion a bit, read down below

Other mechanics

There could be other mechanics with. Maybe enemies are harder in the dark, or other types of enemies spawn in the dark, and by lighting the room, you've solved it, and thus the mobs won't spawn in anymore. That is, until another light turns it off. Maybe some rooms instead of lever have dials or buttons or something which alter how you interact with them to solve their puzzle.

Generating the Dungeon

The Dungeon would generate as many others would with various rooms to attach to. Then, if it's flat enough, it might have a map to lay out where everything is. It might be good to limit how many levels are in the dungeon. Now, Generating the cable system of the dungeon would likely be the hardest part to this. This would be the most likely part to scare Ken away and decide it's unlikely or a mod. To design the cable system for an adventure map would be a bit complex as is, as you'd need to be able to connect them in the ceilings and have various ways to combine the signals into an output. But adding into it that you're generating the rooms separately adds another layer of complexity. Perhaps you could come up with places that the wiring always goes or perhaps the wiring would be generated on top of the dungeon structure somehow. But doing that would require a lot of planning. It's up to Ken if it's worth that effort.

But yeah, this seemed like a neat idea for some puzzles in a dungeon and a way to discourage players from mining straight through as you get rewarded for not doing that. Still, players can decide for themselves if they want to ignore this mechanic.