QUOTE (Titanhex @ Sep 5 2011, 11:17 PM)
Well the demo was kinda confusing. @_@
I wasn't sure what I was looking at a lot of the time. I also was having a hard time sifting through what was an event and what was a script.
There were so many events going on just kinda doing their own thing, you really had to dig around to figure out what item on the map contained something worthwhile...I just wish it wasn't all placed into a gutted game, but instead was present in a tutorial fashion which would be easy to go through both in and out of game.
Yeah, I have some qualms about that too, but it was difficult to throw them together into something coherent. In reality, time constraints and laziness kind of shot it down.
The lake and the actor synthesis are rather complex, and I found it hard to get the former to work properly. To me, those are complicated events. They may be simple in function, but making them can be vexing.
It's really intended to show how to string fairly simple events together to work complex systems without the player noticing anything. The statue push puzzle is a great example of this: not only does it move two events with two different methods, it also disarms two traps (the one in front of the ladder is also disarmed, so you can jump over the wall) and opens a door, most of which is hidden in a brief, seemingly pointless cut-scene.
Other than that, I'm not really sure what you consider to be a "complex system".