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Author Topic: Help on an Oblivion mod  (Read 772 times)

lordnincompoop

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Help on an Oblivion mod
« on: April 17, 2010, 07:05:58 am »

After a very long hiatus in modding, I've decided to start again. For those of you who do not know what I'm talking about, Oblivion is a first-person RPG that happens to be extremely moddable. I haven't seen a lot of puzzle-based mods around, so I decided to try that. I've already finished some areas of it, and yes, there will be a reward at the end. A custom one.

And where do you, the Bay12ers fit in? Well, I didn't have that many puzzle ideas to start with, and puzzles aren't exactly my forte. So I implore all of you to help me with this! I cannot offer you much in return, except a special position in the Credits/Thanks section when it gets released, and my personal thanks.

And so you know your efforts won't be in vain, here are some screenshots of my progress (rather uninspired, but progress nonetheless):

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)


Thanks for the help!  ;)
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SiN.Daeus

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Re: Help on an Oblivion mod
« Reply #1 on: April 17, 2010, 06:16:46 pm »

Hmm. A simple one for puzzles: Theres a corridor with several branches. Theres a sign or something that asks you a question. Each corridor corresponds with a plausible answer. If walk in the right one, you pass on. If it's the wrong one, then you get mashed by those slamming trap things, or fall into a pit of insta doom. The thing about those, is that they are easy to implement, but also easy to save-scum against. If you're worried about quantity rather than quality, go for these. Otherwise, you should leave them out of the 'main' puzzles, and probably place a few for the side ones that give you minor loot.
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alway

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Re: Help on an Oblivion mod
« Reply #2 on: April 18, 2010, 01:18:49 pm »

Not sure if you have watched it before, but this episode of SG-1 may give you some sort of inspiration: http://www.hulu.com/watch/115402/stargate-sg-1-the-quest-part-1#x-0,vepisode,1,0
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Sensei

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Re: Help on an Oblivion mod
« Reply #3 on: April 18, 2010, 08:10:56 pm »

If you like trigonometry, consider artillery command. Should be a good opportunity to flex your coding muscles.
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abculatter_2

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Re: Help on an Oblivion mod
« Reply #4 on: April 18, 2010, 09:09:41 pm »

As a punishment for loosing a different puzzle, make a room filled with big, mean, and red enemies. Killing these does damage to the player. To leave, they must kill a small, relatively fast green/blue creature which will constantly attempt to avoid the player.

Another idea: create a code of random symbols which represent different letters in the alphabet. Make a scroll which, when decoded, tells the player what to do to pass (make it something they'd never guess, like taking the pink shoe from a box in some dark corner filled with boxes, equip it and it turns out to be a gauntlet or weapon or something, then hit a bunch of completely unassuming stones in a fairly long, arbitrary pattern) Tell them only a small part (5-6 letters) of the code, the player must figure out the other letters. And make sure they work for those clues.

If you really want to be mean, make a puzzle which is randomized every time you enter and has no way of solving it. Make the punishment a very long, twisting maze similar to that one sighing cave in the Shivering Isles which tells them they lost and must go back. Without the help of the sighing breeze.
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