Current design of my text(-ish) adventure. Thanks heaps to @grumpygamer for introducing me to the mighty Puzzle Dependency Chart! πŸ₯°

#gamedev #intetactivefiction

@PixelProphecy @grumpygamer Great and powerful things, Puzzle Dependency Charts.

Number one thing I'd have done differently on my text(-ish) adventure is spend more time refining the puzzle dependencies.

@PixelProphecy Get powder: The start of great things!

*snorts line*

no wait…

*lights powder*

@PixelProphecy @grumpygamer Eight things to do in parallel after the Escape at the top? I don't promote linearity in adventure games, bit isn't that a bit much?
@SebastianArcq @grumpygamer I know what you mean! The idea is that players have a linear goal at the beginning and potentially can pick up objects and clues for puzzles they don't yet recognize as such. E.g. you could pick up a candle, but have no use for it at the outset. Playtesting will be where the rubber meets the road πŸ€žπŸ˜…
@PixelProphecy what is the color code?
@claudius Green = already implemented, light red = needs a specific enchanted bean 🀫