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Posted: Wed Nov 05, 2008 9:21 pm
by Scribbit
and room l fits your specifications, Jur, so you can have it! Entrances to north and south, one-way exit to east, must contain green key.

Quantum P, how about board d, the last board? Entrance from west, should have red, blue, and green doors blocking path, and asie wants his flag to unlock a secret ending but I'll leave that last bit to you two to work out.

Code: Select all

N = Nupanick 
a = asiekierka 
I = infosponge 
S = Seventh Shade
J = Jur
Q = Quantum P

       a 
      
   S-+ +-Q 
   | | | 
   J>+-N>+ 
   | | ^ V 
   +-+ I<+

Flags used: 1(a)

Posted: Thu Nov 06, 2008 12:32 am
by Seventh Shade
Could we use as many flags as we want as long as we clear them after the board is solved?

Posted: Thu Nov 06, 2008 1:23 am
by Scribbit
You can use as many flags as you want as long as it doesn't exceed the maximum that may already be on, and as long as you turn them all off when the player leaves the board. If someone is taking one path of a loop, gives up, tries the other path, OOPS THE GAME CRASHED BECAUSE THE PUZZLE YOU GAVE UP ON DIDN'T CLEAN UP ITS FLAGS WHEN YOU LEFT, YOU UNTHOUGHTFUL PLAYER!

Given, this may not be as big a deal as I'm making it out to be. How's this: you can use flags for your puzzle, I want to know the maximum that may be on at once, and whether they all clear when the player leaves and/or finishes the puzzle.

And you're also limited in flag number because asie wants one for his "second ending" which Quantum P has to agree to because I think Quantum P's doing the ending board.

Posted: Thu Nov 06, 2008 5:46 am
by asiekierka
And i wouldn't tell everyone except Quantum what the secret ending is.

...because it's well, SECRET.

Posted: Thu Nov 06, 2008 8:38 am
by Dr. Dos
If something's isolated to a single board you don't even need flags.

Just a throwaway space in a corner for things to #put elements that aren't on a board and then a #if any whatever check instead of a flag check.

Posted: Thu Nov 06, 2008 2:41 pm
by asiekierka
Dr. Dos wrote:If something's isolated to a single board you don't even need flags.

Just a throwaway space in a corner for things to #put elements that aren't on a board and then a #if any whatever check instead of a flag check.
Good reminder, but this isn't isolated to a single board.

Posted: Thu Nov 06, 2008 4:55 pm
by Quantum P.
Having actual flags can be a bit more convenient in certain cases, but yeah, Dos speaks the truth.

Nupanick: I assume there will be one final puzzle on the ending board?

Asie: Email me and tell me what you want me to do, if I don't see you on IRC/AIM first.

Posted: Thu Nov 06, 2008 8:27 pm
by Scribbit
Asiekierka, I think Dos was answering Seventh Shade.

Quantum P, whether you want a puzzle on the last board or not is up to you, as long as it uses the three doors and has an "ending" feel to it. Although a "second ending" might work better with a puzzle that is unsolvable without the asiekey, or something.

Ur speshul an u CAN haz a tic-tac-toe-thingy endgaem.

Posted: Thu Nov 06, 2008 10:49 pm
by zamros
Give zamros a room. Does not matter which.

Posted: Thu Nov 06, 2008 11:00 pm
by Scribbit
You can have the one-way board with the key in the lower right.

Code: Select all

N = Nupanick (one-way exit to east, one-way entrance to south)
a = asiekierka (floating room)
I = infosponge (one-way entrance to east, one-way exit to north)
S = Seventh Shade
J = Jur (green key, one-way exit to east)
Q = Quantum P (final board, 3 doors)
Z = Zamros (one-way entrance to north, one-way exit to east, contains red key)

       a 
      
   S-+ +-Q 
   | | | 
   J>+-N>+ 
   | | ^ V 
   +-+ I<Z

Flags used: 1(a)

Posted: Fri Nov 07, 2008 2:18 am
by Commodore
i'll take the one right above zam's

Posted: Fri Nov 07, 2008 3:45 am
by Dr. Dos
I'll take the lower left board.

Enlighten me as to how we decide where the boards physically connect.

Posted: Fri Nov 07, 2008 7:32 am
by asiekierka

Code: Select all

N = Nupanick (one-way exit to east, one-way entrance to south) 
a = asiekierka (floating room) 
I = infosponge (one-way entrance to east, one-way exit to north) 
S = Seventh Shade 
J = Jur (green key, one-way exit to east) 
Q = Quantum P (final board, 3 doors) 
Z = Zamros (one-way entrance to north, one-way exit to east, contains red key) 
C = Commodore (one-way entrance to west, one-way exit to south)
D = Dr. Dos

Map:

       a 
      
   S-+ +-Q 
   | | | 
   J>+-N>C 
   | | ^ V 
   D-+ I<Z

I already negotiated the secret ending rules with Quantum, Nupanick. I left much freedom to Quantum P. to decide what's in the victory board, but I also gave him the rules for the secret ending.

The arrows are one-way paths, + are empty rooms, - and | are two-way connections. Every room with a letter is a room that was already taken.

Posted: Fri Nov 07, 2008 12:41 pm
by Scribbit
By default, if your board connects to another on a given edge, then that entire edge should be walkable on (minus the corners, which can be walls). This ensures that the player will be able to enter your board no matter where they walk off of the previous board. After that required empty edge, you can use whatever you want to restrict the player's path (as long as two-way boards continue to be two-way). For example, you may have an empty edge followed by a long wall with a small hole in it for the player to enter the puzzle through. I'm making a mock-up with bare-minimum boards to illustrate how the connections work, and I'll upload it as such when I finish.
And again, if you want to use the edge for something else, you should work that out with the person doing the adjacent board. Full empty edges are just the default to avoid confusing the player too much.

There's four boards left to be assigned, so I'm waiting for Alexis Janson, Pancake, RobertP, and Schrodinger's Cat.

Posted: Fri Nov 07, 2008 3:14 pm
by Schroedingers Cat
I don't care, pick a place and I'll do it