I'm going to explain what the player will see in every part of the puzzle, and how this is steering the player.
First, when entering, the player's goal is immediatly made clear by a light shining on it - the door. That's the door to the treasureroom. The attention of the player is also brought to the two statues with mirrors on the side. These are forming a hint for the player.
When the player walks further in the scene, the room is more illuminated so the walls become visible. The walls look ritmic because of the holes in it, and they have objects (offerings) placed in them.
The two pillars on the side are now visible, and if the player is paying attention, they'll see two hidden pillars in the ground. This is a foreshadowing, because eventually the player gets the pillars out of the ground, and that way they can proceed the puzzle.
When the player turns around, they see the other side of the room is darkened, except for two big offerings that are illuminated, and a middle light that is shining on the door, which is the player's goal. The two offerings on the side are part of the puzzle hint. Together with the mirrors on the sides of the door, they serve as an example.
If the player goes up to the big offerings, they'll see that the reflected light from the mirrors, perfectly fit the shape of the offerings. This gives the indication/foreshadowing that they'll have to do the same once they fixed the mirror on the door.
When the player gets closer to the door, they'll see that the big offerings are being illuminated by the statues on the side, which both have a mirror in their hands. They'll also see that a mirror on the middle of the door is missing, and that there are several mirror shards on the floor, which is an indication that the player must fix the mirror (consisting of 4 small mirrors).
The player could turn the mirrors on the sides slightly, so they can play with the reflection effect and the silhouettes that is caused by the pillars in the middle. But because these mirrors, offerings and pillars are already correctly in place, they serve as an example, and because of that the player can press a button to reset the mirrors to their original angle.
When the player solved the mirror puzzle by placing 8 pieces of mirror in the correct places to fix the mirror, the mirror will reflect 4 beams. The player will hear a rumbling sound behind them. When they turn around, they will see that the other side of the room is now illuminated (the offeringswall is nog clearly visible) and they'll see the two pillars in the middle coming up, which causes 4 new silhouettes in 4 empty holes in the offeringswall, which indicates that they'll have to do the same as the examples are showing: They have to find 4 offerings that perfectly fit in the shapes of the silhouettes. They can find the correct offerings in the walls on the side, those are containing multiple offerings but only 4 are the correct ones.
(I might change this to 2 offerings instead of 4, depending on how much time I have).
The moment the player placed the correct offerings in the offeringswall, they'll hear the door rumbling: it's sinking to the ground, making it possible for the player to enter the treasureroom. Once inside the treasureroom, they player can take two treasures (the deadly tears and the dagger in the Moon God's chest. After this, the puzzle is done.
To bring the attention to the two treasures, a natural light shines through to ceiling to illuminate the treasures and the statue.
I made three sections in order of importance:
Fat = more work to keep in mindFloor tiles
Rock walls
Sun goddess statue with hole in heart
Sun goddes statue with baby in arms
4 unique offerings
2 big offerings (examples)
Pillars
Offeringswall
Door
Mirror shards 8, 1 in mirror
Mirror containing of 4 mirrors (door)
Statue moon god
Side walls (with offerings)
Woman statue holding mirror
Different offerings
Big mirrors (side)
Coffin
Tears treasure
Candles
Loose rocks
Staircase big
Staircase small
Woman statue plateau
Other visuals:
Lighting textures
Dust particles
Bit of fog?
Grass, moss, foliage on walls
Other things:
Rumbling sound (pillars, door)
Atmostpheric music/sounds
Music when entering first room
Music when entering second room
This is the way the assets will be made:
Italic = Optional, not needed for every assetMaya 3D model > Maya (Automatic) UV's > Zbrush editing/sculpting > Zbrush or Maya retopologizing >
Substance Painter baking > Substance Painter texturing