That's a pretty good way of donig it! When I did boulder puzzles in my 2000/2003 projects they only had a simple push mechanic and I remember just telling the player to exit and reenter the scene if they got stuck.
That's a pretty good way of donig it! When I did boulder puzzles in my 2000/2003 projects they only had a simple push mechanic and I remember just telling the player to exit and reenter the scene if they got stuck.
Having to reset puzzles over and over while testing is why I came up with the pulling part. After rolling a rock against a wall one too many times, I decided it would just be easier if I figured out a way to let players fix any mistakes they made without having to reset the entire puzzle.
This blog post was super helpful as a guideline. I would have had no idea how to even begin implementing a push/pull system if it wasn't for this. Thank you so much!
I used this post as a basis for understanding how a push/pull system should work but took out the scripting and used if/else clauses exclusively just because it was easier for me to wrap my head around.
I also had no need for any of the direction fix calls so I left that out. For anybody else who struggles with scripts, this is also a functional option.
I'm wondering if I may be putting too many things into one map. A story, within a story, within a story . . . it's fun, but I can't shake the feeling that it may be better to scrap some of it, and use it for another map. I'm not sure what to do.
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