I've got another puzzle for you
Apr. 18th, 2010 09:19 pmBrickAt( "BoardObjects", (X( "Robot Sprite" )/CELL_SIZE)+1, (Y( "Robot Sprite" )/CELL_SIZE)) = CELLTYPE_BARREL and I'm having one of those moments when I wonder why I spend my weekends like this. Somehow, though, I decided I wanted to try making another game, so here's yet another concept sketch thing that I've put together while avoiding my main project.

Play prototype level
It's called "Sokodeban" as a throwaway title (that will accidentally stick firmly if it's anything like my other projects). The general idea is that of Sokoban, but without having direct control and instead having to program robots to work together to push the barrels around into the empty sockets.
My idea is to eventually have each different robot coded with a slightly different method, and each having their own advantages and tactics, but for now, each of them are directed with simple NSEW characters in edit boxes to get them to move north, south, east and west (parsing that was enough work for a day). With some experimentation, you should be able to complete this level that fell out of my testing within the character limits given beside each box, but they're not enforced as yet so you can experiment as you like. And it doesn't check for the level being complete, either, so you'll have to just award yourself a biscuit instead if you make it.
Good luck. And I hope that this doesn't end up on the Indiegames feeds like the last time as a demonstration of what my finished work's like.

Play prototype level
It's called "Sokodeban" as a throwaway title (that will accidentally stick firmly if it's anything like my other projects). The general idea is that of Sokoban, but without having direct control and instead having to program robots to work together to push the barrels around into the empty sockets.
My idea is to eventually have each different robot coded with a slightly different method, and each having their own advantages and tactics, but for now, each of them are directed with simple NSEW characters in edit boxes to get them to move north, south, east and west (parsing that was enough work for a day). With some experimentation, you should be able to complete this level that fell out of my testing within the character limits given beside each box, but they're not enforced as yet so you can experiment as you like. And it doesn't check for the level being complete, either, so you'll have to just award yourself a biscuit instead if you make it.
Good luck. And I hope that this doesn't end up on the Indiegames feeds like the last time as a demonstration of what my finished work's like.
no subject
Date: 2010-04-19 02:15 am (UTC)I appreciate the work that goes into something like this: "Programming programming". Similarly, I appreciate tools that allow a person to build their own levels, it's a UI to simplify the actual creation of the levels.
I wasn't able to determine the "right" way of solving the puzzle in the given character limits. It gives me something to work towards :)
no subject
Date: 2010-04-19 02:30 am (UTC)I really liked how mad the solutions had to get in the particularly variety I played, though at the same time I'm hoping that I can make this different enough not to rip it off. In the underlying engine just now I've given provision for code to be "compiled" before it's run, but the two robots there just run the NSEW move commands directly and just ignore anything they don't understand - I was thinking of having one type of robot that had LOGO-like commands, one with limited memory but provision for subroutines... I'm not quite sure yet about how to strike a balance between the puzzle of telling the robots what to do within the "memory" available, and that of getting those programs to synchronize with each other to solve the greater puzzle - but with the two layers of it, it sounds like it could work quite well if I get it right.
And, well, every puzzle has an answer ;) If it were in a full game, though, this particular one would definitely be placed a few levels in after some explanatory tutorials, so it's possibly harder than it appears. Like I said the last time I showed off a puzzle game prototype, puzzle games are completely impossible to sense the difficulty of, seeing as you already know the answer by the time you've built a level.
no subject
Date: 2010-04-19 06:00 am (UTC)The idea is pretty neat. I recall one time playing a board game where each player loaded cards with instructions for robots to move and turn and fire lasers in a fight to the death.
And man I know all about that "hey I know what I should do, instead of working on my game, start making a new one!" feeling. Somehow I got it in my head that it would be amusing to make a short Atari 2600 style version of Team Fortress 2.
no subject
Date: 2010-04-19 06:50 pm (UTC)no subject
Date: 2010-04-19 07:06 pm (UTC)I justify it by saying that it makes me learn concepts for games that aren't tiles like Tyger.
no subject
Date: 2010-04-20 09:19 pm (UTC)Each object now declares the space it's in and the space that it thinks it's going to move into, when it's examined... so only the object that happens to be examined first is allowed to get into a contested square. I'll do a very long and dull post about this at some point.
no subject
Date: 2010-04-19 07:12 am (UTC)no subject
Date: 2010-04-19 06:52 pm (UTC)no subject
Date: 2010-04-20 07:15 am (UTC)