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1. Introducing falling damage
2. Pregenerated Invisible walls
3. Considerable slow down of running on impassable areas
4. Dynamic system that will evaluate terrain steepness and will force you to stop before "dangerous" areas
5. Combination of these approaches
Each approach has its pros and cons so I will appreciate players feedback here.
Thanks
Peter
Option 3 would counter this. Well, you would cross an uncrossable area. But at least you wouldn't win the competition. But it's probably even less nice option like invisible walls.
It can be handy in future for maze-like maps, where relatively narrow impassible areas should not be passed through (i.e. symbol 411 ISOM 2017)