major bump cuz I'm getting back into this project!
edit: updated first post with revised features list.
In that vein:
Roped bridges would be used over vast expanses.
It wouldn't be necessary to have a rope bridge over a shallow crevice. Even if it does have running water underneath.
However, over a waterfall? That's another story.
I don't feel like letting the player walk through water.
Water is an effective barrier, so if I make it so that you can only get by it where I tell you, or if it's slender enough to jump, then it serves its purpose.
There are also no other types of bridges available with that tileset.
It's not always foggy, anywhere.
...
Nor is it raining always.
It's foggy because it's raining. It adds to the effect.
It's raining because I want it to.
I know it doesn't 'always' rain.
The jump can be clear with nature all over, guide your nature into the jump.
(Form a pseudo-arrow with plants or something.)
the jumps are subtly hinted at. If you notice, you can only jump where the grass goes over the edge of the cliff, not where the cliff's edge is rocky. Just some subtle imagery for people to notice. I want people to think, to try and figure out for themselves if they can jump or not. this is a stealth game, not a kid's platformer.