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Original post by Ketchaval
Cool idea. I''d enjoy seeing a good new (tile based?) puzzle game, I enjoy all the conventional puzzle games where you have a variety of objects which have ''simple'' properties (ie. Sokoban. you can push blocks one step at a time unless there is something blocking the way), but when several of them are near each other they interact to make things more complex, ie. if you might have to think ahead and move some other blocks somewhere else, before you can move the block that you need to move).
It''s not going to be tile-based, it''ll be full 3D (although extensive use of waypoints and paths will probably happen). But yeah, sokoban is probably in the closest genre (anyone played ''Blobbo?''). The major difference is that a block is a block is a block, whereas animals are a little more unpredicatable - in that the solution to a problem might be a group of animals interacting in a certain way which the player hadn''t previously considered would happen. Each individual interaction works and is expected, but the overall effect is something new and surprising.
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Will it be based around levels? ie. each area of the ship is a single puzzle that has to be completed before you can go to the next puzzle. This approach is a standard puzzle game way of building a gentle learning curve, where it teaches you the basics, but then on the next level the layout of the puzzle makes you have to think a bit more before you act (but the basic rules still apply).
It will be level-based, but not so obviously. Aside from the simple technical consideration that I need to break things down into individual maps, the game will run somewhat continuously (no ending a level in one place, starting the next somewhere else).
However, it''s going to have a sectioned feel to it. A single sector will consist of a ''major puzzle,'' which is in turn broken down into ''minor puzzles.'' The major puzzle might be ''how to get past the alien blocking this doorway,'' while a minor puzzle might be ''how to get 20,000 sheep and a pig from here to there.'' Upon completing a major puzzle, players are rewarded with a piece of machinima - maybe something as simple as the sight of an alien being trampled to death by 20,000 sheep (and a pig), or maybe as complex as a part of the storyline (the never-ending Quest for Daisy™). When the player gets to a ''cutscene,'' there''ll be a very definite feeling of ''I''ve done it. So, what''s next?''
The puzzles will be structured in such a way that the earliest puzzles will allow you to ''get to know'' the animals - what they do, how they behave, and so on - before they get involved in major puzzles later on. So, yeah, a fairly gentle learning curve.
(Blender kicks ass; does anyone know what *all* the buttons do?

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Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net