Completing Piczle Cross Adventure puzzles

When designing Piczle Cross Adventure I try to keep in mind several types of players and cater to as many of them as possible. Let's face it, everybody enjoys games differently and for different reasons. There is no "right" way to play games and though I try to "direct" the player somewhat in the end … Continue reading Completing Piczle Cross Adventure puzzles

Mini-games

Piczle Cross Adventure is mostly about following the story and playing picture crossword logic-puzzles. However, there is a little more fun and adventuring to be had outside of all that. There are some mini-games and mini-puzzles! When deciding on what kind of mini-activities to include and where I tried to stick to a few simple … Continue reading Mini-games

Dialogs

One element of the old-style RPGs we all know and love, and that persist in video games to this day, are the dialog boxes where the text appears letter by letter. Why these exist exactly is not clear. If you think about it they don't make that much sense. But they are part of video … Continue reading Dialogs

Blueprints: In-game messaging

Aside from character dialogues Piczle Cross Adventure also features some basic in-game messaging. In Piczle Colors some information was broadcast to the player through a fake Twitter-style social media post pop-up. When the player reached a milestone, unlocked a level, earned a trophy or anything like that, one of the game's characters would "tweet" at … Continue reading Blueprints: In-game messaging

Interactive tutorial

If I know something about tutorials it is, frankly, that I dislike them. Quite a bit. As a player having to follow a tutorial, as well as as a developer actually creating a tutorial, both of these are onerous and annoying. However, when dealing with logic-puzzles that often have very specific rules there sadly isn't … Continue reading Interactive tutorial

Piczle Colors post-mortem

Something slightly different for this week's devblog, but that has a bearing on the development of Piczle Cross Adventure nonetheless: I thought I'd look back on the development of Piczle Colors and write down some of the lessons learned and observations made. Piczle Colors is currently available from the Nintendo Switch eShop world-wide and as … Continue reading Piczle Colors post-mortem

Adventure time!

The base of Piczle Cross Adventure is the nonogram puzzling. It's what the player will be doing most of. But what exactly is the "adventure" part of the title? What elements am I using to underpin the logic-puzzling gameplay? Piczle Cross Adventure will have an actual story that is more fleshed out than "even" Piczle … Continue reading Adventure time!

Creating the Piczle Cross puzzles

One question people might want answered is "how many puzzles will Piczle Cross Adventure have?" and the answer is, at this stage... I'm not sure. The game's initial design aimed at a minimum of 150, but because I spent some time building data-driven systems to handle the puzzles it is child's play to add more … Continue reading Creating the Piczle Cross puzzles

Feature rich design

The best thing about the simplicity of Unreal Engine 4, as well as some intensive planning, means that Piczle Cross Adventures has a slew of options to cater the logic-puzzle game play to your exact liking. Game options Obviously the usual music and sound effect toggles are present. This is a given for any game … Continue reading Feature rich design