Sheep Roll
May. 31st, 2012 10:38 pmHere - roll a sheep around!

Sheep Roll - from an original modernist poetic composition by
ravenworks. Tumble the fat sheep around and eat the flowers by planting him face down on them. As usual, I'm not really sure what the greater point of this game is yet, but perhaps one will come to me.
I can say that I thought that sketching this out would be easy - but once I'd got going, the finer points of sheep-rolling mathematics proved to be a major obstacle! I first had to work out how many different frames of animation I needed, and then spent the evening writing up all the permutations of angles, frames and directions that were needed to allow full movement (I was hoping that a pattern would emerge, but none did).
If anyone else wants to do a game involving a dice-like movement like this, perhaps my lookup list would be useful (if I hadn't chosen such a rubbish format for it):
In the format [Direction of input,Angle of rotation of head object,Animation number of head object]:Resulting angle, resulting animation number
Direction of input = (0, 8, 16, 24) for (right, up, left, down)
Angle of rotation = Degrees... (0, 90, 180, 270) for (down, right, up, left), due to terrible initial mistake
Animation number: 0 = Leaning on right side, 4 = Face towards sky, 8 = Upside down with legs in air, 12 = Face towards ground, 16 = Leaning on left side, 24 = Standing with legs on ground
[0,0,0]:000,024
[0,0,4]:090,016
[0,0,8]:000,000
[0,0,12]:270,000
[0,0,16]:000,008
[0,0,24]:000,016
[0,90,0]:180,012
[0,90,4]:090,024
[0,90,8]:090,012
[0,90,16]:000,012
[0,90,12]:270,024
[0,90,24]:270,012
[0,180,0]:180,008
[0,180,4]:090,000
[0,180,8]:180,016
[0,180,12]:270,016
[0,180,16]:180,024
[0,180,24]:180,000
[0,270,0]:000,004
[0,270,4]:090,008
[0,270,8]:090,004
[0,270,12]:270,008
[0,270,16]:180,004
[0,270,24]:270,004
[16,0,0]:000,008
[16,0,4]:270,000
[16,0,8]:000,016
[16,0,12]:090,016
[16,0,16]:000,024
[16,0,24]:000,000
[16,90,0]:180,004
[16,90,4]:270,008
[16,90,8]:270,004
[16,90,12]:090,008
[16,90,16]:000,004
[16,90,24]:090,004
[16,180,0]:180,024
[16,180,4]:270,016
[16,180,8]:180,000
[16,180,12]:090,000
[16,180,16]:180,008
[16,180,24]:180,016
[16,270,0]:000,012
[16,270,4]:270,024
[16,270,8]:270,012
[16,270,12]:090,024
[16,270,16]:180,012
[16,270,24]:090,012
[24,0,0]:090,012
[24,0,4]:000,024
[24,0,8]:000,012
[24,0,12]:180,024
[24,0,16]:270,012
[24,0,24]:180,012
[24,180,0]:270,004
[24,180,4]:000,008
[24,180,8]:000,004
[24,180,16]:090,004
[24,180,12]:180,008
[24,180,24]:180,004
[24,270,0]:270,024
[24,270,4]:000,016
[24,270,8]:270,000
[24,270,12]:180,000
[24,270,16]:270,008
[24,270,24]:270,016
[24,90,0]:090,008
[24,90,4]:000,000
[24,90,8]:090,016
[24,90,12]:180,016
[24,90,16]:090,024
[24,90,24]:090,000
[8,0,0]:090,004
[8,0,4]:180,008
[8,0,8]:180,004
[8,0,16]:270,004
[8,0,12]:000,008
[8,0,24]:000,004
[8,180,0]:270,012
[8,180,4]:180,024
[8,180,8]:180,012
[8,180,12]:000,024
[8,180,16]:090,012
[8,180,24]:000,012
[8,270,0]:270,008
[8,270,4]:180,000
[8,270,8]:270,016
[8,270,12]:000,016
[8,270,16]:270,024
[8,270,24]:270,000
[8,90,0]:090,024
[8,90,4]:180,016
[8,90,8]:090,000
[8,90,12]:000,000
[8,90,16]:090,008
[8,90,24]:090,016

Sheep Roll - from an original modernist poetic composition by
I can say that I thought that sketching this out would be easy - but once I'd got going, the finer points of sheep-rolling mathematics proved to be a major obstacle! I first had to work out how many different frames of animation I needed, and then spent the evening writing up all the permutations of angles, frames and directions that were needed to allow full movement (I was hoping that a pattern would emerge, but none did).
If anyone else wants to do a game involving a dice-like movement like this, perhaps my lookup list would be useful (if I hadn't chosen such a rubbish format for it):
In the format [Direction of input,Angle of rotation of head object,Animation number of head object]:Resulting angle, resulting animation number
Direction of input = (0, 8, 16, 24) for (right, up, left, down)
Angle of rotation = Degrees... (0, 90, 180, 270) for (down, right, up, left), due to terrible initial mistake
Animation number: 0 = Leaning on right side, 4 = Face towards sky, 8 = Upside down with legs in air, 12 = Face towards ground, 16 = Leaning on left side, 24 = Standing with legs on ground
[0,0,0]:000,024
[0,0,4]:090,016
[0,0,8]:000,000
[0,0,12]:270,000
[0,0,16]:000,008
[0,0,24]:000,016
[0,90,0]:180,012
[0,90,4]:090,024
[0,90,8]:090,012
[0,90,16]:000,012
[0,90,12]:270,024
[0,90,24]:270,012
[0,180,0]:180,008
[0,180,4]:090,000
[0,180,8]:180,016
[0,180,12]:270,016
[0,180,16]:180,024
[0,180,24]:180,000
[0,270,0]:000,004
[0,270,4]:090,008
[0,270,8]:090,004
[0,270,12]:270,008
[0,270,16]:180,004
[0,270,24]:270,004
[16,0,0]:000,008
[16,0,4]:270,000
[16,0,8]:000,016
[16,0,12]:090,016
[16,0,16]:000,024
[16,0,24]:000,000
[16,90,0]:180,004
[16,90,4]:270,008
[16,90,8]:270,004
[16,90,12]:090,008
[16,90,16]:000,004
[16,90,24]:090,004
[16,180,0]:180,024
[16,180,4]:270,016
[16,180,8]:180,000
[16,180,12]:090,000
[16,180,16]:180,008
[16,180,24]:180,016
[16,270,0]:000,012
[16,270,4]:270,024
[16,270,8]:270,012
[16,270,12]:090,024
[16,270,16]:180,012
[16,270,24]:090,012
[24,0,0]:090,012
[24,0,4]:000,024
[24,0,8]:000,012
[24,0,12]:180,024
[24,0,16]:270,012
[24,0,24]:180,012
[24,180,0]:270,004
[24,180,4]:000,008
[24,180,8]:000,004
[24,180,16]:090,004
[24,180,12]:180,008
[24,180,24]:180,004
[24,270,0]:270,024
[24,270,4]:000,016
[24,270,8]:270,000
[24,270,12]:180,000
[24,270,16]:270,008
[24,270,24]:270,016
[24,90,0]:090,008
[24,90,4]:000,000
[24,90,8]:090,016
[24,90,12]:180,016
[24,90,16]:090,024
[24,90,24]:090,000
[8,0,0]:090,004
[8,0,4]:180,008
[8,0,8]:180,004
[8,0,16]:270,004
[8,0,12]:000,008
[8,0,24]:000,004
[8,180,0]:270,012
[8,180,4]:180,024
[8,180,8]:180,012
[8,180,12]:000,024
[8,180,16]:090,012
[8,180,24]:000,012
[8,270,0]:270,008
[8,270,4]:180,000
[8,270,8]:270,016
[8,270,12]:000,016
[8,270,16]:270,024
[8,270,24]:270,000
[8,90,0]:090,024
[8,90,4]:180,016
[8,90,8]:090,000
[8,90,12]:000,000
[8,90,16]:090,008
[8,90,24]:090,016
no subject
Date: 2012-06-01 02:54 am (UTC)no subject
Date: 2012-06-01 02:30 pm (UTC)Although, I bet with some well-designed tutorial levels, the different ways to make your sheep oriented correctly could be imparted pretty intuitively.... (i.e. THE OPPOSITE OF HANANO PUZZLE)
no subject
Date: 2012-06-01 02:54 pm (UTC)You may have sparked my next iPhone game here :) While Boxplode waits in the wings once again...
no subject
Date: 2012-06-01 03:07 pm (UTC)I figured the game would basically play like it does now, but with non-random placement, and a move limit (like Running Free). I'm not sure I follow what impediment the multiple sheep would be to each other, other than as single-square walls that you can decide when to move, I guess... agh, that actually sounds like a whole OTHER brand of confusing to worry about on top of the orientation puzzle....!!
no subject
Date: 2012-06-01 03:54 pm (UTC)So basically, no, I think that its insurmountability was a great boost to it :) Maybe it's the difference between attracting a few people who are very, very obsessive, or a much bigger audience who think of it as a nice distraction...
Yes, those single-square walls would have their own orientation and rotation that you would have to keep track of while moving them past each other... :) Anyway, I can flesh it out and see what works and what's too confusing.
no subject
Date: 2012-06-01 03:58 pm (UTC)Whether to attract a broad or a cult audience is a question I'm still trying to answer for myself, so I can't even start to weigh in on that :)
no subject
Date: 2012-06-01 02:59 pm (UTC)Details like that make me think that puzzles based on this would be quite good in more confined spaces, where you had to really think about how to use the available space to roll around and align yourself correctly.
no subject
Date: 2012-06-01 04:17 am (UTC)no subject
Date: 2012-06-01 02:21 pm (UTC)no subject
Date: 2012-06-01 11:05 am (UTC)no subject
Date: 2012-06-01 03:58 pm (UTC)no subject
Date: 2012-06-01 11:29 pm (UTC)no subject
Date: 2012-06-01 11:22 am (UTC)No title
Date: 2012-06-01 01:40 pm (UTC)no subject
Date: 2012-06-01 02:28 pm (UTC)And yes, god, isn't three-dimensional rotation CONFUSING? Agh. The moment I realised there was such a thing as gimbal lock, I nearly gave up on wrapping my head around it altogether. I still can't fathom why adding one extra dimension adds two axes of rotation.... Congratulations on pulling it all off, I'd have probably given up and started using someone else's library by now...!
There's definitely something here, although boy howdy is it ever trickier in practice than it was in my imagination....!
no subject
Date: 2012-06-01 02:43 pm (UTC)no subject
Date: 2012-06-01 02:51 pm (UTC)no subject
Date: 2012-06-01 02:57 pm (UTC)*stack* *stack* *stack*
no subject
Date: 2012-06-01 03:12 pm (UTC)no subject
Date: 2012-06-01 03:20 pm (UTC)You physical-world people. :-P
no subject
Date: 2012-06-01 03:24 pm (UTC)no subject
Date: 2012-06-01 03:56 pm (UTC)I am very grateful that all the trigonometric functions eventually did come in useful, though, for moving objects and platforms around...
no subject
Date: 2012-06-01 04:22 pm (UTC)I wonder what I could do to get people to know more mathematics in general. Hrm. (I might have to start with myself, depending; I never got through nearly as much abstract algebra (especially group theory) as I'd have liked, and I sure would love to have a grasp of all the permutations of category theory and differential geometry and topology and tensor calculus and… bah, I wish I could take a few years off with just a giant stack of books and—huff.)
(Sorry, I keep repeating myself. Just the usual attitude towards mathematics is so puzzling to me. So many of my friends have more or less the same “nnngh, augh” response to it (though that's not quite how to put it). o.o)
no subject
Date: 2012-06-01 02:51 pm (UTC)I had wanted to add animations for the rolls, but that means working out which animation to play to reach the given state as well (6 orientations * 4 animations to reach them doesn't sound unmanageable until you realize that you have to include the angle as well, which multiplies it up to 96 pieces of data to enter again). It would (probably) be a lot easier if I were to use a 3D model and to just rotate it the right number of degrees according to whichever way is "up" at the time - although now that I say that, I'm unsure of the finer details of working that out, as well.
There is something quite Rubik-like about it, realizing how to get to an adjacent tile with the same orientation as you left the first one, and the most reliable way to approach target squares...
no subject
Date: 2012-06-01 03:05 pm (UTC)And there are an infinite number of 'vertical' orientations too, you just aren't noticing it because a pencil is rotationally symmetrical around that axis -- imagine it has the name of the manufacturer printed on the side (or it's a pen with a pocket clip) and you'll see what I mean :)
no subject
Date: 2012-06-02 03:41 pm (UTC)I don't know where you got it, but that's video game gold!
no subject
Date: 2012-06-02 03:52 pm (UTC)no subject
Date: 2012-06-11 02:34 pm (UTC)It also had a text file with positive messages which flashed up on the screen at the end of a game. Being that the textfile was unecrypted, you could have seriously warped the "endgame message".
no subject
Date: 2012-06-11 06:55 pm (UTC)I do remember this, and the... weirdness around the thought of it giving you subliminal messages - though this is the first time I'd ever seen it played. It is indeed very similar - the puzzle, mathematically, is identical!