(This is an expansion of my original topic:
http://forums.tigsource.com/index.php?topic=46020.0)
I am a fan of game series like Dr. Brain and Professor Layton that are more like puzzle books compared to games like Braid, Antichamber, and Portal (although I do love these just as much.) The former tend to provide a more "modular" puzzle-solving experience--similar to doing math exercises at the end of a textbook chapter--complemented by an overworld and story of some kind. Generally, these games don't rely on player reflexes, and players are free of external pressure (such as time-restrictions or enemies.)
My aim would be to create a game that offered the same experience, but with a focus on interesting and fun math problems.
That is the broad goal. Now I'm in the process of narrowing down various dimensions of this game. I'll go through each one:
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Problem Scope:Games like Dr. Brain and Professor Layton contain a wide range of different puzzles that require the player to use many types of problem-solving skills--verbal, visual, mathematical, etc. This game is obviously different in that it will focus solely on the mathematical. Given that math is a massive body of knowledge, a subset needs to be selected. At the moment I'm leaning towards a focus on probability.
Probability questions are easy to pose and understand, but at the same time may be excruciatingly difficult to solve--perfect for a puzzle game in my opinion! For example:
Coupons in a cereal box are numbered 1 to 5, and a set of one of each is required for a prize. With one coupon per box, how many boxes on average are required to make a complete set? (Taken from the book Fifty Challenging Problems in Probability by F. Mosteller)There is also the possibility of increasing topic-range to include geometry. Geometry problems also tend to be fairly simple to understand, but still require a lot of thought.
Problem Difficulty:This one is important as it, along with problem scope, determines the game's audience. I received a good suggestion that there should be an optional tutorial mode. This would work as a brief lesson for those at the appropriate level of math-knowledge, but also as a refresher for those who need it. That said, I don't want this to be a traditional educational game--it should be more to math as what Dr. Brain is to logic, if that's clear.
It might make the most sense to offer varying levels of difficulty within each problem domain, as Dr. Brain did. Additionally, a feature similar to hint coins in Professor Layton is also likely to be included.
Narrative/Characters/etc:This is what really separates the game from being a virtual exercise sheet. I haven't decided on a story at this point, but I'm sure that its focal character must be a professor! This satisfies me, as a fan of Dr. Brain and Professor Layton, but also makes sense if the player is solving difficult math problems throughout the game.
I'd also like it to be light-hearted; I always welcome humor in games, and there is certainly no good reason to exclude it here.
Non-Puzzle Gameplay:What is the player doing between problems? It's almost certain they'll be navigating an overworld, but how? Dr. Brain and Professor Layton have similar room-to-room navigation interfaces, and within each room everything may be clicked on to explore it. This works, but there are alternatives. Top-down, classic JRPG view is also possible. One of my favourite lesser known logic games, Professor McLogic Saves the Day, has this type of interface. (Side note: if you like logic puzzles, you MUST play this game. It is free at
http://rpgmaker.net/games/456/. It is in fact the game that inspired me the most for this current project!)
Puzzle Presentation:What will the puzzle presentation screen look like? One aspect I haven't heard explicitly praised about the Professor Layton series is the unique picture that every puzzle has. For visual puzzles, it's certainly necessary, but for others it at least provides something for the player to look forward to (perhaps not consciously).
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This is most of what I've been considering as of late. When these are settled I can begin planning the development; questions about game engines, platforms, etc will be pondered in time. My background is in programming and I'm also familiar with the popular group of commercial game engines so it will be figured out.
Anyway, I would really like to hear from anyone who has some ideas about this. I'm open to anything at this point, so don't hesitate.