Wednesday, March 14, 2018

Youtube daily report Mar 14 2018

- Hi, I'm chef Robert Irvine,

I'm here for bodybuilding.com,

and today, we're gonna talk about burgers.

Now you know burgers are an American tradition,

and no matter what you do with it,

or what type of protein you use,

you always get a great, great taste.

Today we're gonna use lamb.

I know, you're all out there going, "lamb?"

Lamb is a great, great flavor.

Sometimes it gets a little bit too gamey,

in which case we can add pork, or beef,

veal, or even pastrami.

We're gonna keep it clean,

it's 80% visually lean lamb, and we got 20% fat,

and that's the flavor.

All we're gonna do is season this with salt and pepper,

and literally put it on the grill.

It's that easy.

Because the accompaniments of this dish

are gonna give it its zing, it's real pop.

So, that's gonna go outside on the grill, simple.

While that's cooking, we're gonna make a beautiful dressing.

Starting with a little bit of sour cream,

some hot sauce or sambal oelek, again you can use

sriracha, you can use chili paste, whatever you like,

some chopped parsley,

and lemon.

Trying to keep it in the kind of

Greek tradition if you like, with a twist.

Lemon juice inside, and just mix together.

Get a little heat, a little citrus,

and that's what we have right there, simple.

Now we want some good fat from an avocado.

Our toasted bun, beautiful brioche,

we'll take a little bit of our dressing here,

right onto our bun.

I'm gonna take my avocado, and I'm just gonna literally

plant it out on the base, like so.

When you bite through a burger, you want to get the fat,

you want to get the crunch, you want to get

everything you need out of a burger.

Here we have some that have just literally

come off the grill.

Put it right on top.

We have some grilled onions, charred onions, on top of that.

Now, you saw me make earlier, this cucumber salad

with olives.

This is a great accompaniment to it.

If you've got a lot of people coming over,

you can make this salad, the grilling is the last minute

thing with the burgers, you can actually make

everything else to order.

But I mean, if you talk about something simple,

and healthy and quick,

that is a grilled lamb burger with a cucumber salad.

Simple, easy, refreshing, and anybody can do it

in a couple of minutes.

Chef Robert Irvine for bodybuilding.com.

Simple, easy, fun recipes.

Till next time, take care of each other.

For more infomation >> Chef Robert Irvine's Lamb Burger Recipe - Duration: 3:28.

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Romina Power La cantante statunitense lancia una nuova frecciatina alla 'rivale'' Loredana? - Duration: 3:35.

For more infomation >> Romina Power La cantante statunitense lancia una nuova frecciatina alla 'rivale'' Loredana? - Duration: 3:35.

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Удивительная техника, Самоделки и Изобретения ஐ 48 ஐ Amazing Homemade Inventions ஐ Сделано руками - Duration: 6:43.

First, in order to put something in the ground, it is well prepared

Then choose the best way and land

Then, to improve growth and maturation, they cover with a plastic sheeting

After ripening the harvest is cleaned qualitatively

Complete the harvesting process of waste management

Thank you for watching!

And if you liked the video do not forget to put like,

and to not miss the new video click on the bell.

And of course if you are not subscribing to the channel yet!

For more infomation >> Удивительная техника, Самоделки и Изобретения ஐ 48 ஐ Amazing Homemade Inventions ஐ Сделано руками - Duration: 6:43.

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The Thrill Double Wide House from Titan Factory Direct - Duration: 3:14.

The Thrill Double Wide House from Titan Factory Direct

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Kia Picanto 1.0 CVVT COMFORTLINE | Airco | 7 jaar garantie | Centrale vergrendeling | - Duration: 0:59.

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Kia Picanto 1.0 CVVT 67pk 5-zits - Duration: 1:01.

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Subaru Trezia 1.4 D - Duration: 0:54.

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Kia Picanto 1.0 CVVT 5-DRS BusinessLine - Duration: 0:58.

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Nissan Pulsar - Duration: 0:50.

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Nissan Pulsar - Duration: 0:47.

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Mattino 5 e Domenica Live: quanto sono pagati gli opinionisti? | M.C.G.S - Duration: 4:14.

For more infomation >> Mattino 5 e Domenica Live: quanto sono pagati gli opinionisti? | M.C.G.S - Duration: 4:14.

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Kia Picanto 1.0 CVVT 69 PK 3D Comfort Pack - Duration: 0:54.

For more infomation >> Kia Picanto 1.0 CVVT 69 PK 3D Comfort Pack - Duration: 0:54.

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Opel Corsa EDITION 1.0 TURBO S&S 90PK 3D - WINTERPAKKET - Duration: 0:57.

For more infomation >> Opel Corsa EDITION 1.0 TURBO S&S 90PK 3D - WINTERPAKKET - Duration: 0:57.

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Opel Agila 1.0 Edition - Duration: 0:59.

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Volkswagen Transporter 2.0 TDI Dubbel Cabine 204 Pk - Duration: 1:02.

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Kia Picanto 1.2 CVVT 85 PK ISG 5D Airco - Duration: 0:58.

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Boire du vinaigre de cidre avant de vous mettre au lit va changer votre vie pour de bon - Duration: 8:11.

For more infomation >> Boire du vinaigre de cidre avant de vous mettre au lit va changer votre vie pour de bon - Duration: 8:11.

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Seat Ibiza 1.0 TSI 95pk 5drs Style Connect - Duration: 0:59.

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Disney's Racing Sports Netw...

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Hurricane Damage to Abandoned Railroad Bridge - Duration: 20:24.

Hello ladies and gentlemen,

this is RailROL82 here

applause

thank you, thank you

okay

I have a special announcement before the video

I wanted to thank 2

of my subscribers

Ken S and Michael Pressley

They actually have donated a couple of dollars a month

to help me in my travel fund

As I said, I really don't

ask for much. All I ask for

is a dollar or 2 a month

I don't want to become a millionaire, I don't want to scam you guys

just a dollar or 2

to get like $200 a month so

I can travel to different states

and cities so I can eventually

document all the historic lines in the

United States

the website you would go to is Patreon.com/RailROL82

thank you very much for your help

Hello ladies and gentlemen,

Today, I'm going to be showing you a sad site.

this is

one of the

it's called the Bahia Honda bridge

Bahia Honda

is a Spanish term that means "deep bay"

This was one of the original Oversea Railway bridges

That Henry Flagler built back in the early 1900s

and

Let me see how safe it is

okay, we'll go that way

I'm here with the Millenniumforce crew today

and were doing some exploring here

so yeah, so this is what this looks like

from here

and that's what I'm going to do. I'm going to put all them in my video.

oh yeah

well the other part is missing though

so this I think used to be a bathroom

yeah

we'll get to that later but

were going thru here now

I think I chose the wrong shoes to wear today

as always

bathroom

Hey Roly, if I ever did that would you come out?

One more time, what was the question?

What was the question? I was back there, what happened?

One day I'm going to come out here and bring a tent

I'm going to pitch a tent and camp out one night

I'll be your camp buddy, yes sir!

I would too.

So you guys, that's going to be another video we're going to shoot.

camping over here at the Bahia Honda bridge

ha ha ha

okay

so here

here's another, guys look

another casualty of Hurricane Irma

the elastic on an underwear

ill

yeah

wow

that's how high the water came up

so yeah guys let me show you how high the water came up

look at that

yeah, the storm surge took part of the retaining wall.

the bridge wall.

that's still closed, you can see

Florida Highway Patrol

enforcing that nobody crosses there

and yeah

Look at the piece that's missing, it's dangerous to be in there.

Wow!

Those people are going in there

That's a concrete slab that's like 5 inches thick.

People come here from all over the world.

and you can see that the retaining wall was cracked there too.

Okay guys so this bridge was built like the other ones in the early 1900s

As I said the first train arrived in Key West

in 1912 so

this bridge was built like 19 0 something

yeah

and here

there used to be stairs here, used to climb up

wow!

Not anymore!

I mean the stairs are still there, it's just there not in the same order they were.

No, they're gone

they got destroyed by the ocean

and yeah this was the stairs

amazing

I don't know, let me see

No, it's cracked

Let's look a little East over here

Okay guys and this is the part we've been waiting for!

Look at that!

Guys, I confess I have a fear of heights

and falling so I'm not going to be getting any closer than this.

So this is as close as I'll be getting

yeah, I'm going to try to

You're crazy

ah

okay so right underneath the pipe there's an iguana

3 iguanas

ha ha

yeah okay, that's enough of that

I'm not a big fan of leaning over railings

I'm going to this side

oh I don't know, it just broke off

so originally the train came through the bottom

and they installed the concrete

decks after

1935

Labor Day Hurricane

Okay guys, I'm making my way

making my way downtown walking fast

humming

it's a very treacherous walk here

okay

so

it says Keep

see what the sign says

keep something keep away danger

falling

falling debris

whoa, I almost took a trip!

so

this is where

the retention wall

was claimed

by Hurricane Irma

look at that

look at the size of the re bar

crazy

So right here were basically at ocean level

That's the new bridge that was built in

the RailROL82 year

1982

and then

you got the

our friend right here

man, I'm being splashed. I hope it doesn't mess up the camera.

So yeah we got that one there

I'm going to try to walk over here and pan out so I can give you a wider view of the bridge.

okay

and here we see some more

hurricane Irma damage

look at that

I'm going to see what it feels like to jump on this

still pretty sturdy. So yeah

this was all removed by

Hurricane Irma's storm surge.

It just whipped up on this for hours and hours and ate it away

and then now I will give you

a look at the new bridge

a look at the old bridge

So yeah, I'm going to be walking back that way

and show you what the other side looks like

so here they're trying to fortify this again

see they poured new concrete

to hold the retaining wall

whoa

I think

I'm going to need a cane

to assist me going back up

so

on that wall there's an iguana coming halfway up the wall.

oh yeah?

oh no, okay

We'll try to get that

thank you

A lot of friendly folks here

this is my cane

it's like Jesus Christ

walking up the mountain

guys, think of all the trains

that made their way thru here

Hey Sarah

made it back up, bless you!

yeah, I even have a cane.

right over there see it?

yeah, that's seaweed right?

Either a whale or a Dolphin

I've seen it right here

There was some right there, a shark

that's crazy because you guys know that

is one of the Top 10 beaches in the US right?

Top 10 are you serious?

The Bahia Honda state park beach

tourist world wide come flock over there

and then now we're going to be heading to the damaged building

This is going to be a treacherous journey guys

Guess I wont be using those stairs

And I'm going to be doing my impression of Moses here with the cane.

Yeah we got stairs, there just not in good shape.

okay

Yeah I think its better, instead of going straight down, to walk at an angle.

No just yeah

okay

were over here waiting to take a picture

hell no

I don't go over there period.

Oh God, this isn't a bridge

this isn't a bridge

technically it is,

no it isn't

that's a bridge

this is a shelf

its solid ground on here

yeah

there's solid ground on this

it's not a bridge

This is a world famous spot for pictures.

I was just kidding about Korea, but yeah there's people from all over the world here.

I remember walking down these stairs all the way to the bottom

my daughter came out here 20 years ago

So yeah guys, I'm going to get the bathroom quickly while we wait for the group picture there.

So yeah, join me in this treacherous journey

as we walk

diagonally

now it becomes really steep

cheese

sorry

okay

so this is the much anticipated moment over here

old pipe

and this used to be the old bathroom

back in the day

I don't want to go in there because that roof might collapse at any moment.

people from far and wide. Some people built a snow man of rocks here.

This used to be part of the roof.

That was the other half over there.

This is the beach

Ok guys, thank you for coming along with me

Please Subscribe or Like! Thank you very much for viewing. Over and out.

For more infomation >> Hurricane Damage to Abandoned Railroad Bridge - Duration: 20:24.

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JoJo Siwa Talks KCA's Nomination at the iHeartRadio Music Awards - Duration: 1:35.

JoJo Siwa, life is good for you right now. Look at you!

It wouldn't be a JoJo Siwa outfit if you weren't wearing some sort of sparkle.

I literally – every piece my outfit has sparkle on it.

If you went out one day in something that wasn't sparkly, how would you feel?

I've done it before, and I've never done it again.

Where did you go?

You know, okay. Technically, it wasn't not sparkle.

Technically, it was just black.

It was a black sequin shirt and a pink sequin skirt.

Oh, it was sequin!

I felt so dull because I was in black!

Just wear these. Are they Gucci? Oh, look at you dropping some Gucci on the carpet.

Hey JoJo, what's new for you? What's what's new in this exciting life?

So many things. You've had books. You've had Lip Sync Battle Shorties. What else is going on?

Well, Shorties just got picked up for Season 2.

I'm performing at the Kids' Choice Awards, which is I mean. I'm nominated for a Kids' Choice Award, which is I mean.

What else, what else? So many things. My movie did really good. I'm performing at Slimefest.

Too many things. I have a book coming out. My dog has a book coming out.

Your dog has a book coming out? What is a dog going to write about?

You'll see.

Hey JoJo, thank you so much for stopping by.

I'll see you at the Kids' Choice Awards!

For more infomation >> JoJo Siwa Talks KCA's Nomination at the iHeartRadio Music Awards - Duration: 1:35.

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ecobee Switch+ Review: Best Smart Light Switch? - Duration: 5:48.

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For more infomation >> Prédisposition au cancer du sein : un autotest autorisé aux États-Unis - Duration: 6:03.

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Sylvie Vartan, comment elle va rendre hommage à son Johnny sur scène - Duration: 3:55.

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Zayn séparé de Gigi Hadid, il se confie à son tour sur leur rupture - Duration: 2:59.

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Comment cacher sa liste d'amis sur Facebook? - Duration: 1:52.

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The Voice : Après Mennel une candi­date exclue pour « raisons médi­cales » - Duration: 2:53.

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Les Anges 10 : Shanna et Adrien se rapprochent, ils ont leur premier date - Duration: 2:09.

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Créer une forêt comestible - Duration: 18:03.

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Best Bespoke Shoe Maker Int...

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Gharana (1989) (HD & Eng Subs) - Rishi Kapoor | Govinda | Meenakshi Sheshadri | Neelam - Hindi Movie - Duration: 2:49:14.

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한은정 몸매 나이|K-News - Duration: 9:41.

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What Makes a Good Puzzle? | Game Maker's Toolkit - Duration: 17:42.

If there's one episode of this show that I've wanted to make, but have never had

the guts to actually attempt, it's this one: puzzle design.

Because I love puzzle games - like the time-travelling platformer Braid, the comedy sci-fi gem Portal,

and the cult hit Stephen's Sausage Roll - but I have no idea what actually goes in

to making one of the puzzles for these games.

How do you make something that leaves a player stumped and scratching their head, and then

makes them feel very smart when they finally figure out the answer? What makes a puzzle

too hard, or too easy?

And so that's what I've been trying to figure out these past few months. I've been

talking to the creators of great puzzle games, tried making my own puzzles in different editors,

revisited my video on Jonathan Blow's puzzle design philosophy, and have analysed loads

and loads of different levels from different games.

And in this episode, I'm going to share what I've found out. So this is Game Maker's

Toolkit, I'm Mark Brown, and here's what I think makes a good puzzle.

Part One: The Mechanics

Every puzzle game starts with its mechanics: a set of ironclad rules that govern how the

game works.

So in a game like Cosmic Express, you can draw train tracks on a grid - but you can't

cross over the tracks. One alien can jump into each train car, and then hop out into

the first box of the same colour they pass by.

These rules, and perhaps more importantly these limitations, are used to create puzzles.

The fact that you can't cross over tracks, for example, might stop you getting back through

a tight gap - forcing you to find a different approach.

The overall… let's say, cleverness, of the main mechanic will ultimately decide the

number and difficulty of the puzzles in the game. And so this favours outlandish concepts

like time travel and wormholes - as well as funky movement controls like those found in

Snakebird.

The way these creatures move - how their body follows their head, how they're affected

by gravity, the way eating fruit makes you longer, which is both a blessing and a curse

- all leads to creative puzzles.

Of course, temporary tools can be used to augment the main mechanic - like light bridges,

coloured paint, and turrets in the Portal games. And they can even be used in place

of a main mechanic, as in a game like The Talos Principle which generates all of its

puzzles from external sources like jammers, cubes, and repeaters. Mechanics that can combine

together create even more possibilities.

A puzzle game also needs a goal. This is usually just an exit door, or some kind of collectible.

The important thing is that it's clear what the player is trying to achieve. The player

shouldn't be figuring out what to do - just how to do it.

Okay. Now it's time it's time to actually make a puzzle.

Part Two: The Catch

So I think a good puzzle is often built around a catch. Which is a logical contradiction,

where two things are seemingly in direct conflict with one another.

Here's the absolutely most basic version of that idea, just to help explain what I

mean. There's a door and a button. Standing on the button opens the door, but when you

walk to the door the button raises back up and the door shuts.

You need to stand on the button. And you need to walk to the door. But you can't do both,

because doing one makes the other impossible.

The solution, of course, is to put a box on the button. So that's a really crappy example,

but I think you can find some version of this conflict at the heart of every good puzzle.

Here's an example from The Talos Principle, where, at this point in the game, we're

using these tripods to route coloured light beams from these orbs, to these panels - which

makes nearby doors open.

So, after a bit of messing around we've got the puzzle like this. Two tripods are

being used to get blue light to this panel, and open a door. And one tripod is being used

to get red light to this panel, and open another door.

But, unfortunately, we need to put one of those tripods on this pressure sensitive switch.

Now the plan actually seems quite simple. Send red light to panel C to open this door,

and then use the opening to send blue light to A with just one tripod, instead of two.

Except... here's that catch.

You can't get red light to panel C, without already having blue light in panel A. So if

you remove either of these tripods, this door will shut and put a stop to your plan.

Now, resolving a conflict like this can come in many forms. Sometimes it's about changing

the sequence of events that led up to the conflict. Other times it's about rethinking

your spacial position, perhaps starting the puzzle from a different location. But there's

another way, that I think is the gold standard that every puzzle designer should be shooting for.

Part Three: The Revelation.

So, the solution to that puzzle in The Talos Principle is to make this tripod connect to

the other tripod, and panel A - even though the door is in the way. Because when you then

open the door with the red beam, the connection is made and you can remove the second tripod

without breaking the link.

This puzzle is incredibly simple once you know the answer - and it's effortless to

actually execute the solution, which is always a plus in my book. But it's still really

challenging. And that's because it asks you to think outside the box, reconsider how

the game works, and approach the concept in a lateral manner.

And, beyond that, it also reveals a non-obvious - but also totally logical consequence of

the game's rules that now becomes a part of your toolbox going forward. And, in fact,

this Talos Principle solution does crop up in future puzzles as just one part of a larger

conundrum.

So solving the puzzle is like a revelation. A discovery. An epiphany of some deeper understanding.

And I think that's, often, where those "eureka!" moments come from.

Now they can be quite significant revelations. So in the time travelling puzzler P B Winterbottom,

you've got this conundrum where you need to record a clone to help you pick up pies

in numerical order - but picking up pie three cuts off access to pie four.

After a lot of messing about, you'll eventually realise that clones loop when they reach the

end of the recording. So if you have the clone start at pie number four, it will appear there

when it finishes its recording and loops back around. Boom. Revelation.

But often they're just tiny, subtle things that you might not even think of as being

important lessons. Like, in Snakebird, where you need to understand that the bird can change

shape and fall in the same turn, to create shapes that protect you from spikes.

Now, this is actually a very delicate balance to hit. Because when you're asking the player

to think outside the box and do things that are perhaps not obvious, or not entirely intuitive,

you could leave the player thinking "oh, I literally didn't even know I could do that".

Often after looking up the answer in a walkthrough.

Here's an example of that from Braid, which largely has excellent puzzles but there's

one that stumps a lot of people. So in the puzzle you essentially need to have an enemy

bounce off your clone's head, and then you can bounce off the enemy to jump up very high.

Ultimately, yes, it makes sense. It is a natural consequence of a game where characters bounce

up when they kill other characters. But for many, it felt more like a trick than a revelation.

And it really didn't help that there's only one specific moment when it can happen,

meaning players couldn't easily experiment.

So. Anyway. Lemme give one more example of a puzzle with a catch, and a revelation.

In Lara Croft GO, there are tiles that crumble when you first stand on them - and then break

if you stand on them again. And you can use that to deal with lizards that chase after

you - just lead one over a crumbling wall tile, and it will fall to the floor below.

That happens in this puzzle too, but if you go to break the tile, the lizard will kill

you before you can get back. That's the catch. The solution is to pre-break the tile

once, then go taunt the lizard, and actually use the tile's falling effect to make Lara

fall down, not the lizard. That's the revelation.

But here's something else interesting about that puzzle. This other lizard. It's not

really part of the solution. You could actually remove all of these elements and the puzzle

would still make sense. So what's the point? Is it just something to waste your time? No,

I don't think so.

Part Four: The Assumption

The first lizard is actually there, I think, to trick you into making the wrong assumption

about how the puzzle works.

Because you will use the ol' walk over a tile trick to defeat the first lizard, and

most players will assume that they need to do the same on the second - which leads to

failure. It's only when they break that assumption and start thinking about other

avenues, that the solution can be found.

And you can find this sort of cheeky misdirection all over the place.

Take this puzzle from Stephen's Sausage Roll. The goal of this game is to roll sausages

over grills to cook them on both sides, and like Snakebird, the weirdo movement controls

leads to many tricky levels.

So this puzzle, The Clover, looks really easy. The player assumes that they can just roll

the three sausages onto their closest grills and finish the stage. But actually, no, because

doing that means they cannot then manoeuvre themselves onto the exit.

The developer, Stephen Lavelle, has used an assumption to walk the player right into the

puzzle's central catch. And it almost feels like a joke at your expense, with this moment

being a cruel punchline.

But setting up the puzzle in such a way that the player will make these wrong assumptions,

actually offers some key benefits.

One is that the player is not completely overwhelmed when they start the puzzle. Luring the player

into thinking they know how to solve the puzzle gives them a starting point.

And then, two, while they're working on this wrong assumption they're actually seeing

how the puzzle works and they get to build a mental model of how this conundrum is put

together.

Three is that it largely ensures that the player will fail the puzzle their first time.

They're not going to just waltz into the solution, but will be carefully led astray

to create that feeling of being stumped.

And four is that it really focuses the player's attention on the catch at the heart of the

puzzle. That Talos Principle puzzle isn't really about "how do I get to the collectible",

but it's "how do I get these two doors open simultaneously".

You want the player to be thinking critically and logically about the situation. And getting

them to walk themselves into the puzzle's catch is a good way to achieve this.

So here's an example of the assumption, the catch, and the revelation working wonderfully

together, in Snakebird level 10.

So, to finish the level, you need to eat these two fruits. You're too short to get the

bottom one, so the assumption is that you should get the one on the left, go down, get

the bottom one, and then turn around and come back... except...

You're now too long to turn around.

So that's the assumption. Which focuses us on the catch: that you're either too

short or too long to get the bottom fruit. And this forces us to reassess what we know,

and come at the puzzle from a very different angle - and do this.

Yeah. Not only is it a clever solution, but it's also subtly revelatory as it it teaches

you important stuff about how Snakebirds move, which you can use in future puzzles.

Part Five: Presentation.

Now all of this stuff we've learnt so far can fall apart if you don't present the

puzzle properly. Check this out.

There's this really cool puzzle in Portal 2 where a laser beam powers up an elevator,

and a button opens the exit door. It has a small assumption, where you might think that

you can just release the laser beam, and then place the cube on the button. But then you'll

realise that the elevator has gone up without you - revealing the catch.

You need to use this cube to weigh down the button. But you also need to use it to temporarily

block the laser beam. Huh!

Now the solution is pretty clever. You need to place the cube on a light bridge so that

it blocks the laser. Then stand on the elevator and remove the bridge so the cube falls down,

releases the laser, and lands on the button - simultaneously lifting the elevator and

opening the exit door.

I really liked this puzzle. It had that revelatory moment of being like "yeah - I can use gravity

to move blocks from afar". And while it's a very simple puzzle with very few moving

parts, the lateral thinking needed meant it took me a good few minutes to figure out the

answer.

It definitely took me longer than when I encountered, essentially, the exact same puzzle in another

game, called The Turing Test. Now it's not because I remembered the solution from Portal

2. I played the games like five years apart and didn't recognise the set-up at all when

I first played The Turing Test.

No, the reason it's so much easier in the second game is because of how the puzzles

are laid out.

So in The Turing Test, the light bridge is already over the button. You just have to

remove it. Whereas in Portal, you have to both make and remove the light bridge yourself.

Also in The Turing Test, the button serves two purposes: it opens one door and shuts

the other. So it's a lot more obvious that you need to press it when you're in between

the two doors. In Portal, you've got to juggle both a laser and the button.

And finally, Portal requires a bit of manoeuvring to get the cube up on the light bridge, whereas

The Turing Test makes it obvious and effortless.

So you've got two puzzles with almost the exact same concept, but Portal's presentation

is just so much more effective than The Turing Test.

I mean, you could make Portal 2 even harder if you wanted. The puzzle is actually full

of pretty obvious hints like how the cube starts off being in front of the laser, showing

that you can use it to block the beam. The only wall you can place a portal on will make

a bridge right over the button. And when you stand on the semi-transparent bridge, you'll

immediately see the button right below you. But, hey, not every game needs to be as hard

as Stephen's Sausage Roll.

So. Some other presentation tips. I think a good puzzle is pretty minimalist, with almost

no extraneous elements. If you ask me, the best puzzles are those that are so small,

with so few moving parts, that you can't believe that it's not more simple to figure out.

A puzzle with too many elements is either too complicated, or - more likely - most of

those elements aren't actually part of the core puzzle and are just busy work that will

frustrate you when you need to reset the level.

A puzzle's presentation should also provide clear feedback. Portal has lines running from

buttons to doors, which change colour when powered up, to clearly explain how the room

is put together. The puzzle is not, after all, just figuring out how the level is rigged up.

But feedback is also really important when working with assumptions. There's a puzzle in Rise

of the Tomb Raider where you make a platform rise up and then run to the exit - but the

platform drops before you get there.

You definitely don't want to make it look like Lara could make it in time if she was

just a bit quicker. Instead, the platform is positioned significantly far away so it's

clearly impossible to get there in time - and the player immediately knows to break this

assumption and try a different approach.

Part Six: The Curve

No puzzle is given to the player in isolation. Every conundrum is designed to build on top

of the puzzles that came before.

Because if you randomly jumbled up all the levels in, say, Portal, the game would be

practically impossible for a new player to get into it.

For one, puzzles use all of the stuff you've learnt so far. From stuff that's explained

in clear tutorials, to the subtle revelatory moments I discussed earlier. And secondly,

puzzles should generally ramp up in difficulty from one to the other.

There are lots of ways to establish a puzzle's difficulty, but at Square Enix Montreal, where

they make the GO games, they use four criteria. The number of possible solutions - the more

there are, the easier the puzzle is. The number of steps required - more is more difficult,

but too many is tedious. The number of options the player can choose from at each moment.

And which mechanics the player needs to be familiar with beforehand.

Those criteria help put the puzzles in a sensible order - but that's not to mention some heavy

play testing - puzzle games perhaps need more playtesting than most other genres, according

to the devs I talked to

So that's what I learned.

I think a good puzzle is derived from the game's rules, and has a catch that makes

the puzzle seem impossible to finish at first glance. The player can be made to stumble

upon that catch, if the developer exploits an assumption that the player will make. To

overcome the catch, and resolve the conflict, the best puzzles ask the player to think laterally,

and uncover a hidden nugget of knowledge about the game's rules.

Does every puzzle need to be exactly like this? No, probably not. But I think you'll

find that any puzzle worth its salt will have some version of this stuff.

And puzzles that feel lacking are probably missing a key aspect. Maybe they have a conflict

that's too easy to resolve. Maybe it's missing the assumption, so many players just

stumble into the right answer. Maybe the puzzle doesn't offer enough of a revelation, and

just feels like busywork.

The main thing I've learned is that puzzle design is a very difficult craft, and the

very best examples of the genre require years of design, iteration, playtesting, and ruthless

cutting. If you're a developer watching and you want to make a puzzle game, be prepared

to put in some hard work.

Hey thanks for watching. And a huge thank you to indie puzzle maker Alan Hazelden, Pierre

Mongrain and Etienne Jauvin from Square Enix Montreal, and some puzzle making Patrons of

mine, who all took time to answer my questions about making puzzles.

For more infomation >> What Makes a Good Puzzle? | Game Maker's Toolkit - Duration: 17:42.

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