You're welcome!
Even if you re-solve these design problems, it will be worthwhile to see your solutions. You have different constraints than the existing games. And you may well find a solution that blows everything out of the water, and we should all copy it.
For example: Lix and NeoLemmix have savestating frameworks for fast rewinding. That's for manual rewinding to undo a mistake, or for history editing, or to allow the multiplayer mode to react to delayed packets. Maybe you'll decide upfront that you don't need savestating. Your design choices for error prevention must now make sense in a world that can only ever go forward. Compared to Lix/NeoLemmix, this will be a new design restriction. Looking forward to your solutions!
-- Simon
Even if you re-solve these design problems, it will be worthwhile to see your solutions. You have different constraints than the existing games. And you may well find a solution that blows everything out of the water, and we should all copy it.
For example: Lix and NeoLemmix have savestating frameworks for fast rewinding. That's for manual rewinding to undo a mistake, or for history editing, or to allow the multiplayer mode to react to delayed packets. Maybe you'll decide upfront that you don't need savestating. Your design choices for error prevention must now make sense in a world that can only ever go forward. Compared to Lix/NeoLemmix, this will be a new design restriction. Looking forward to your solutions!
-- Simon