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and strictly speaking, there is no 'total' product ... the product is an infinite chain ... the puzzle completes after it has been fed a determined length of it.
(Yes I'm a trouble-maker)
as it currently works, you can rotate the whole chain, so long as it settles on the path direction for the duration of a 1 cycle, it will tally up the product count .... swinging a whole chain around that just trails off screen doesn't look good, and while I know it's a puzzle game so the premise shouldn't be taken too literally - if at all, it doesn't really fit into the idea of an alchemist preparing a compound .... it's just trailing off the alchemists work space. surely it has to go somewhere definitive to be collected ... i.e a portal
Adding an aperture that only leaves a finite amount of wiggle room starts to prescribe a narrower set of solutions (even if, granted, that narrower set probably contains all *practical* solutions - some of the fun in this game is being deliberately, flagrantly impractical)
Not at all, you could have a bonding mechanism right before the portal. Leaving you free to do as much rotating and movement as you need with the product (for this purpose, think of it as a 'link' within a chain) until it's taken the neccessary form... then just move it to a point where it can be 'added' (or 'linked') to the chain with a bonding process that comes before the portal, at a point where it could continue on into the portal in one continuous stream. i.e, right in front of the portal. .... rotated, pushed or pulled.
really, it shouldn't inhibit the creativity, engineering or expansiveness of the solution at all .... it should just make for much more elegant looking solutions, more in line with the premise of the game, and regarding the purely puzzle aspect of the game I think it's better to send a continuous stream into a definitive portal rather than swinging a whole infinitely long chain around off the sides of the screen and having it just wander off the alchemists work table... if that possibly makes for [slightly] more demanding solutions, all the better imo.
From the first read, my main issue with this is it seems you would need a "bonder" or something right before the portal, plus the normal thing you need to build your thing in the first place. In the current implementation, a lot of the infinite puzzles can be solved with a single arm (lowest cost); but if you needed a second arm at the other end near the portal, that would obviously become impossible.
But maybe I'm misunderstanding your suggestion here...
so that concern really is moot. And if this is an issue for you, you should be warned that in other areas of the game, Zach is already considering increasing the cost of certain items ... the piston arm for example, he's getting a lot of feedback that it is too cheap and he is strongly considering to make it more expensive.
as for not understanding my request .... well, a diagram or mockup .... hmmm, i dunno if I could make a good enough mockup that would be any more helpful than a text description .... if I think of some way to make a good mockup I will make one .... in the mean time, I may come back to my original post and edit it, to make the text as absolutely clear as possible.
Thanks!
Correct me if I'm wrong, Cr45h, but you're basically suggesting changing the output area (the whole thing, not just the mouth of it) from a fixed, straight area, to one that matches our trajectory into it. So if we move along a track into it, the area is straight, but if we rotate into it, the area is curved.