Over in this thread: viewtopic.php?f=14&t=4718 I posted a generic script to handle the traditional "lights out" style puzzle, where flipping one lever also flips levers next to it; with the goal being to get all levers down.
While I was working on that, it occurred to me that it would be easy to make how the levers were connected change during the game, which could make some interesting puzzles. And then I thought, "wouldn't it be neat if the player could pick somehow which levers were connected?" and then, shortly after "why limit it to levers?" Here's what this lead to.
Linking Glyphs are small stone tablets that are inserted into alcoves next to a button, lever, torch holder, or receptor. When that button, lever, holder, or receptor is interacted by the player, then the interaction will cascade to all items which have a glyph of the same type in a alcove next to it.
This allows for some interesting puzzles, having the player remote trigger a lever or similar.
There is a demo of the basic functionality with some trivial puzzles here: https://github.com/adharris/grimrock/bl ... t?raw=true
For more details on how to use the glyphs in your dungeon (and a way more verbose explanation), see the github repo: https://github.com/adharris/grimrock/tr ... phs%20Demo
Theoretically, i did this in such a way that should support more than two glyphs, therefore triggering any number of connected items. I have not rigorously tested this, so if you find a bug with this let me know.
Lemme know if you find any bugs, issues, or general questions, or if you have any ideas on enhancements!
Oh and here's a pic of a glyph in its holder (disclaimer my modeling skills are decidedly "programmer art")