Well, mostly I think there was not really anyone in charge of / thinking about the next level of walk security.
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Replying to @cmuratori @hcpizzi
I made sure that the walk system itself never got you stuck, and that worked. But nobody was looking hard at "semantic stuck".
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Replying to @cmuratori @hcpizzi
Jon did some things for this (pushing you out from under elevators, etc.) but he had so much to do that it was limited.
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Replying to @cmuratori @hcpizzi
By the time semantic analysis would have been on the table, I had already been off the project for two years :)
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Replying to @cmuratori @hcpizzi
And I was way to busy with other projects to come back on and actually take care of a real pass on it.
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Replying to @cmuratori
I find it interesting cause a high level easy change (save after every puzzle solved) would render this tricky low level bug moot
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Replying to @hcpizzi
Well, yes and no. I would still be interested in solving this problem correctly because it still ruins the user's experience.
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Replying to @cmuratori @hcpizzi
So while having the save system get you out of a failure state is better than not, it's still a failure state.
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Replying to @cmuratori @hcpizzi
But as an aside, my understanding was that The Witness _does_ save after ever puzzle?
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Replying to @cmuratori @hcpizzi
I thought the problem was more that it _also_ saves every so often, and that would overwrite your puzzle save, or something.
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I don't know, like I said, I had nothing to do with that system.
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