Quote:
Originally Posted by Revan.Prodigal.Knight
I do agree with Vincent on the idea of tailoring the puzzles to certain transformations or the player's current transformation, but we need to be careful to make sure that not all of them can be solved by Giantess/Shrinking transforms.
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That seems simple enough to address though, at least in theory.
*complicated explanation follows, I can simplify if it helps anyone*
If the exemplar "jumping frog" puzzle were used, you could make that solvable by only making the frog ever jump at most to Y-1, where Y is both the vertical axis and a scaling axis that can set an instant death condition. The giantess transform, in this puzzle, could be set to any value Y or over, thus requiring the player to back up and try a different perspective. Plus, with a dynamic puzzle system, this puzzle could further be held back
until the player receives the transform ability, or left in-play but unsolvable with the giantess ability.
*end of complicated explanation*
Really, it's all in the implementation; I was going to suggest Java for cross-platform compatibility, but I realize that that's
an even bigger pain in the ass.
That being said... if you need anyone to handle text editing, grammar/spelling proofreading, or simply text flow... yo.