Roadblock puzzle game
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that roadblocks are fairly easy to come up with. Though, if I had to guess, it's merely because of the way my game mechanics work. I'm just going to assume at this point that I've not had a lot of issue with coming up with decent roadblocks. One I've never really thought of, despite the fact that I'm using a good many roadblocks. I'd think of more possibilities only my eyes are doing that long blink and I'm about to fall asleep at my computer. What if you were playing a game that had two time periods, but you needed to return to one in order to save someone so that they are alive in order to build that bridge in the future. The thing is just to think about the lives that people and go from there.Īnother one is that the town has been shut down, because of some missing children and in order to move past the town, you need to save the children. When you do locate the Captain, you are told that he was trying to relight the lighthouse, not only has a monster made this place his nest, but you need a special relic to light the light with. You are crossing the ocean to head to the other side, but there's a reason you can't just jump onto the boat. It's merely an antagonist meant to keep you from you goal. A good roadblock I feel is something that doesn't feel like it's there to keep you held back. I think that this is a great topic and one that I am surprised that me and my sister haven't discussed as we do love to discuss various parts of story, video game creation. And if the character proceeds, they need to pass a difficulty check that will clearly communicate "I don't belong here". If you're making a classic RPG maker game and you allow your characters to "break character" a bit, you can event in a playable character mentioning "I think we need to be higher level (or more prepared, or more experienced) to fight the of. IIRC Breath of Fire III had a guarded gate where you needed a pass (I'm pretty sure they had a cave in on the road too haha)Īnother alternative is just let the player go there, then throw a big ol fat enemy that is of that area's level right in the front (a la Elder Scrolls). FFVII did it with a series of linear progression maps that opened up with vehicles (desert ridey thing / shallow water plane / chocobo / air ship). Suikoden used gated "quadrants" where huge massive medieval long walled fortresses blocked passage into the next game area. Maybe you need a boat, or a plane, or a lapras to ride. Maybe there needs to be a ferryman present to row the boat to pass the river and he's just not there yet.
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Does your setting allow terrain obstacles? Maybe your party needs to find a donkey before heading into the mountains. They obviously can't be avoided in all instances which presents you with some other options. don't make the obvious paths that present the character with "why can't I go there?". If you can get them to make sense, then by all means, go for it! But I think the most ideal way is to design around these when possible (i.e. I think the less ideal way to handle it is by utilizing a "clearing of the road theme" as many times they just don't make sense and are rarely are tied to the plot (not to mention the player will be rolling their eyes as it's bound to be obvious what's going on there). So many games have handled this differently. it's so cliche and been done a million times. My first thought, the ol clearing the rubble / cave in. It's funny, I was thinking of this same problem recently.
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fire burning - needs to be put out, or wait for it to go out on its own some other creature blocking the way - you can fight them but they're too powerful - have to distract them with an item or use an item in battle, and of course the item is only available at the appropriate time a river or chasm that you can't cross without making a bridge (and you get the materials at the appropriate time) a log across the road that someone needs to come and chop up (could be you, if you get an axe from a quest just before the point in the game where you need to go there) a river with a bridge that's out and needs to be repaired If they can't go, there should be a reason other than "it's not time to go there yet". I have a few places in my game where the player can't go because "I don't want to go there - I want to go somewhere else", but it's pretty poor.