what i type here might be redundant. it probably will be, but i need to type this out to get it right. "woods awandering" as it turns out has a warp mechanic that acts like a budget portal gun.
valve's "portal" series therefore is something to study. what i want to do here is see if i can break down its mechanics (and more importantly the portal guns function) into a solid, compiled list.
THE PORTAL GUN
-creates 2 holes of differing colors.
-entering the hole warps you to the other hole.
-warping through the hole preserves your current momentum.
A PORTAL
-occupies a space.
-cannot overlap with another portal.
-requires the other portal to exist to jump to the other (when hopping through).
-can be voided or blocked for puzzle difficulty. accomplished by either various blocked areas, differing wall substances, or energy fields.
PUZZLE TYPE: timing and doors
-doors flip between 2 or more settings
-a button exists in the puzzle to change settings.
-it is impossible for a clear path to exist between unpushed button and open door. portals must be used to leave a way back whatever obstacles or travel timing are in the way.
-use of the portal gun: bridging blocked space or impossible-to-cross travel distances in regards to puzzle timing.
PHYSICS EFFECT: perpetual motion
-step 1: create portal below
-step 2: create portal above
-step 3: step in and fall. momentum will increase forever as apparent height is infinite between the 2 portals.
RE: woods awandering
-the warp key mechanic to a portal, allows for far distance transport regardless of distance to the other portal. this is fun to play around with.
-adding a 2nd portal via mouse wheel is 100% possible.
-will enemies know to camp your portal if they find it? it would certainly ratchet up the tension.
-RE: level design. puzzle-like mechanics require a puzzle map level design. AKA vertical levels, more general verticality, more places to fall down. falling down both adds momentum, and can result in hitting a portal below you.
-RE: smaller contained puzzle levels over a linear story. would that basically require remaking the game layout? could they instead be accessed as isolated puzzle dungeons from the main map?