Some people asked about having “limitations” built into the game, so that creating of puzzle/quest maps becomes possible. Initially I was sceptical about the idea, the limitations seemed complex and arbitrary. They would mean polluting the code with hundreds of special cases, which I don’t want to do because I don’t have a team of 10 gameplay programmers to maintain the mess it would create :-)
But as I said in the last post, I have a cunning plan!
I found a way to introduce a really simple type of “limitations”. The idea boils down to one thing: you can only dig a block if you use the proper tool. For example, dirt, sand or gravel can only be removed using a shovel. Granite, basalt, limestone can only be removed with a pickaxe. And wood, planks can only be removed with axes. Using the wrong tool will not work – at all. This is really simple to express in the code, and will not cause a lot of problems in the future.
So it’s all go. I added a new game mode, Adventure, where these limitations are enforced. In addition, there are two other things this mode has:
- Health does not regenerate
- You can click on “web link” signs, which opens a webpage (URL specified in the sign)
Clicking on it will open the link in the phone’s browser. All weblink signs are underlined and blue to distinguish them from regular signs (which can also be blue, but not underlined). The text on the sign does not have to be the link itself – the link is specified separately.
If you have any more ideas for more simple limitations that could be useful for quest/puzzle maps please let me know.