It is pretty obvious, that there is a limited ways a tar can be cut while not making these rules too complex. Flat edges (Tar), outer corners (Mud), inner corners (Gel) are already used. Next you could make a variant, where any or none side is cutable, and that would be pretty much it. Combinations like "
Inner corners + Flat sides"
could be a little bit too repetitive and hard to remember...
Aside from cutability, there are but few differences between Tar+Mud and Gel. The former grows even if mother isn't connected with the clump, and the latter's babies move like Golems and Wubbas.
One idea I had (and it is a drastic step away from all Tarry, Muddy and Gelly)) is something I called Fluff. Fluff is very light, so it grows above pits. It also very easily solidifies when water is added, so instead of growing above water it will create Fluff Babies. Fluff can't be cut - swords just move through it, probably only leaving some residue water on blade which is completely insignificant.
So how do you remove Fluff? By walking onto it, which can only be accomplished by intelligent beings - Beethro, guards, slayers... Monsters (maybe excluding Adder) will stay away from it, afraid of the water floating in the air. Fluff won't grow over hot tiles (it evaporates immediately). Fluff isn't heavy enough to press pressure plates.
Other tars can grow over Fluff and Fluff Mothers (but not Fluff Babies) and destroy it in the process. Fluff is partially transparent, so you can see everything underneath it.
Fluff grows like Gel - it must be connected to Fluff Mother to grow.
As for Fluff Babies - they move like roaches but can fly over pits and water. Unlike other elements they are immediately killed when they stand on hot tile. Fluff babies can be killed by Player, Guards and Slayers simply by moving onto them.
Puzzle potential? This might be harder...
1. Since Fluff over walls and pits cannot be removed, and you can see everything underneath clearly - cleaning Fluff from above the walls.
2. Defend Fluff from other Tar growing onto it, so it can grow above pit and later form a baby which can be used to enable pressing a plate by roach.
3. Battle above the pit against wraithwings with Fluff providing cover.
4. Keeping Fluff at bay while
platforming over water so it won't outnumber you.
5. Horde management with Fluff Babies requiring usage of "
move onto to kill"
characteristic.
I am not a very good architect so these are all I can come up with in a short time it took me to write this post.
To summarize the characteristics.
Fluff:
- Can only be killed by walking onto it, which can be done only by Beethro, Guards, Stalwarts and Slayers (sworded or not), maybe Adders;
- Cannot press Pressure Plates
- Grows over Pits
- Produces babies over water
- Grows only if connected to Fluff Mother
- Other tar types can grow onto it and destroy it
- Can't grow over hot tiles
- Transparent
Fluff Mother:
- Other tar types can grow onto it and kill it
Fluff Babies:
- Move like roaches, but can fly over water and pits
- Killed as soon as they stand on Hot Tile
- Can't press pressure plates
- Can be killed by moving onto them by Beethro, Guards, Stalwarts and Slayers
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[Last edited by skell at 11-10-2011 10:15 PM]