• Register

The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Chronicles presents several books with ancient legends set in the Reinforcements world, before the tragedy invaded the towns. Venture yourself into the journeys of these heroes in a fast and challenging Beat’em all.

Post article RSS Articles

As a puzzle designer, the first thing I do is to focus in the locations and game situations, to think about puzzles appropriated to different scenarios. All that comes to mind is written and drawn (I have a graph paper notebook only for this job). Then i check everything i threw to the notebook and choose the one that has more potential.


When I sit down to work with the puzzle I choose, is time to define what is going to be the objective (Step into another area, find an object, kill the boss, etc.), then I concentrate on how to achieve that objective (discover the password, find the key, follow attack patterns, etc.). Finally, I think about the way to ”push” the player (adding time limit or enemies), so he/she won't have time to think and need to speed up their mind.
This is the workflow that works for me, but there are times when i do not follow it. Living chained to a rigid structure closes many roads for creativity, it is preferable to be proactive and work the way one would feel more comfortable with at the moment.
I do not usually focus on a puzzle from start to finish, I alternate between different development ideas, so I have several puzzles to "half-baked".
Inspiration when it comes to puzzle design can come from other videogames, mechanics found in movies or even old inventions from ancient times.
My inspiration doesn’t have a concrete source, but can come from everywhere. Every object, moment, location, etc. can have an impact when creating new challenges.

My main conflict when designing is the confrontation of stepping into the players shoes. The designer has to be able to balance the game’s difficulties in a way that the player doesn’t find it impossible to solve, but also not too easy to tackle… It needs to be daring!


Anyway my recommendation to the ones looking into puzzle design, is to be aware of how mundane everyday things actually work. Be interested in the small detail that can bring great ideas. Don’t be afraid of innovation and creating new systems. The key to be a great inventor is not to discard anything, ever. Everything goes, everything get used.
For all those interested in deepen on the topic I suggest you to go to:
-”DESIGNING THE PUZZLE” by Bob Bates, Legend Entertainment.Link

-”Another Thought on Game Design Theory and Puzzles” by Matthew Yeoman, Gamasutra.Link

We want your opinion:
¿What’s the most memorable puzzle design you came accros?
¿What’s the most important aspect of a puzzle or level design?

Making music for indie games

Making music for indie games

News 1 comment

In Southern Pixels, when we started to think Chronicles music, we decided to take elements from different styles: medieval, Celtic and heavy metal mixed...

Experience developing for Southern PIxels

Experience developing for Southern PIxels

News

Our Game Designer - Rodrigo Salvay - tells us about his job, and what he thinks about the videogame industry in Argentina.

Chronicles: A Library full of Stories

Chronicles: A Library full of Stories

News

Chronicles invites us to discover the folklore of Reinforcements world.

An independent team composed of 8 Argentinians that love their work

An independent team composed of 8 Argentinians that love their work

News

We have opened our web site blog, where you can find news about our latest develops, and general information about Southern Pixels. Get to know us!

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X