J'Kla wrote:I'm not saying it's wrong to waste time, just that if you are allready doing a maze then a loop back is just more of the same and is just a way of adding complexity and that provided it's not overdone it is a valid extension.
In fact it's at the heart of modern programming in the re-use of code with object oriented programming.
With some clever alignment you could make this maze largely modular and repeating with audio clues as one option but giving the player a second option of mapping thats only valid if the maze has sufficient complexity.
It allways bothered me that there was a degree of difficulty in cracking the original MYST spaceship if you had a hearing impairment or like many failed to have perfect pitch and that there was no alternative digital readout.
To cut to the chase false exits, alternative exits and loop backs are all part of the options in adding complexity to a maze the degree to which they are used sets the tone for the project and as such the final decision rests with the project leader.
It is also generally annoying, and annoyance should never be an intended design feature. =P
J'Kla wrote:I'm not saying it's wrong to waste time, just that if you are allready doing a maze then a loop back is just more of the same and is just a way of adding complexity and that provided it's not overdone it is a valid extension.
In fact it's at the heart of modern programming in the re-use of code with object oriented programming.
With some clever alignment you could make this maze largely modular and repeating with audio clues as one option but giving the player a second option of mapping thats only valid if the maze has sufficient complexity.
It allways bothered me that there was a degree of difficulty in cracking the original MYST spaceship if you had a hearing impairment or like many failed to have perfect pitch and that there was no alternative digital readout.
To cut to the chase false exits, alternative exits and loop backs are all part of the options in adding complexity to a maze the degree to which they are used sets the tone for the project and as such the final decision rests with the project leader.
It is also generally annoying, and annoyance should never be an intended design feature. =P
Which is why the Slider should always be moved a little more to the left......or was that right? No wait, go back, you had it...........
Just a thought...but how about railings? Or have you decided that people are allowed to fall off? If the walking maze had been in Myst, falling off wouldn't have been possible...however it is now. Just something to think about...
J'Kla wrote:I'm not saying it's wrong to waste time, just that if you are allready doing a maze then a loop back is just more of the same and is just a way of adding complexity and that provided it's not overdone it is a valid extension.
In fact it's at the heart of modern programming in the re-use of code with object oriented programming.
With some clever alignment you could make this maze largely modular and repeating with audio clues as one option but giving the player a second option of mapping thats only valid if the maze has sufficient complexity.
It allways bothered me that there was a degree of difficulty in cracking the original MYST spaceship if you had a hearing impairment or like many failed to have perfect pitch and that there was no alternative digital readout.
To cut to the chase false exits, alternative exits and loop backs are all part of the options in adding complexity to a maze the degree to which they are used sets the tone for the project and as such the final decision rests with the project leader.
It is also generally annoying, and annoyance should never be an intended design feature. =P
Which is why the Slider should always be moved a little more to the left......or was that right? No wait, go back, you had it...........
Which is why that puzzle has been so often commented on, not as a good thing, as something people didn't like.