Thank you for visiting and enjoying the efforts of the contributors, Zesty. :)
Sirius wrote:Push him off the edge next time ! :lol:
I wish the server could auto-kick stupid people...
I think Gehn has a /shun command which makes stalkers magically disappear, but IIRC it's not in DI.
Hmm, we do have /shout, so perhaps a /fus-roh-da... :P
Sirius wrote:By the way, Rell-too is a community project. If anyone is interested in contributing, you should contact Jojon 8-)
Indeed. :)
Here is a slightly less involving way to take part, should anybody want to, that doesn't necessarily require taking a full turn:
When the "commentaries" standard was added, I was thinking of also adding multi-tiered help nodes, that players could hit repeatedly for progressively less subtle hints on how to solve a puzzle.
Does anybody feel there are currently any places in which such hint nodes might be needed? (I imagine something to reveal the locations of combination code parts would be a prime suspect :7). -Any suggestions on what these increasingly blatant help texts should say?
In addition: Any ideas on how to make the puzzles (...or puzzle-oids, as the case may be) more intuitive (but still taxing), in the first place? -A puzzle must, as we all know, never /require/ one to read external guides, in order to get past them; If pointers to the solution are not innate to the puzzle itself, it should involve non-contrived hints, through the narrative of the world, that feel like they fit in. (In the case of the Rell-Too combination lock, e.g; the code wheels suggest a logical numbering system, and one part of the code is scribbled right there, in the same room, suggesting that others can be found in the environment and in what form. The other parts come paired with their digit place (none of which is, naturally, larger than the length of the combination total). Is this enough, or should it be designed in some manner that doesn't leave you with quite so many ways to interepret it?)
Also: I'll take ideas on how to make the "puzzle box" (you'll know if you have seen it) interactive.
I intended it as a two player game, but couldn't think of any good game mechanic, given the box's limited entropy depth; just ones that inevitably end up in Tic-Tac-Toe kind assured_victory/deadlock scenarios. :7
It could also be a puzzle of any sort., or a sub-puzzle, which produces a hint to another, once completed, or whatever your imagination sparks...