Page 5 of 17

Posted: Fri Nov 07, 2008 7:59 pm
by Scribbit

Code: Select all

N = Nupanick (one-way exit to east, one-way entrance to south)
a = asiekierka (floating room, uses one flag for alternate ending)
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
ö = Schrödinger's Cat (one-way entrance from west, paths to north, south, and east)

Map:

       a
     
   S-+ +-Q
   | | |
   J>ö-N>C
   | | ^ V
   D-+ I<Z 
I was running out of initials so you can be a bear.

Posted: Fri Nov 07, 2008 8:04 pm
by superbowl shuffle
What about me? I don't care what board.

Posted: Fri Nov 07, 2008 9:36 pm
by Dr. Dos
Petition to call the game Collabyrinth.

Posted: Fri Nov 07, 2008 9:46 pm
by Scribbit
There's only a few left so I'll go ahead and assign them.

Code: Select all

N = Nupanick (one-way exit to east, one-way entrance to south)
a = asiekierka (floating room, uses one flag for alternate ending)
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
ö = Schrödinger's Cat (one-way entrance from west, paths to north, south, and east)
s = Superbowl Shuffle (blue key)
R = RobertP
A = Alexis Janson


Map:

       a
     
   S-R s-Q
   | | |
   J>ö-N>C
   | | ^ V
   D-A I<Z 
My mock-up's done. If you need to see how it all fits together, check it out. And I decided to call this style of collab an OBE, for One Board Each.

EDIT: Collabyrinth is better. Ignore my mock-up title screen.

Posted: Sat Nov 08, 2008 4:52 am
by Dr. Dos
<s>Your earlier key says my board should have a white key on it, but isn't mentioned in later posts or in the example file.</s>

Ignore me, I missed updated layouts.

Posted: Sat Nov 08, 2008 7:30 am
by Commodore
That is a pretty catchy name.

Posted: Sat Nov 08, 2008 11:43 pm
by Scribbit
Okay, since my board is going to be a sort of central crossroads, I'm making a small shop. I'm thinking letting you trade 30 points for 10 health, and maybe gems for torches or something. Is anyone making a dark board or would torch sales be pointless?

Posted: Sun Nov 09, 2008 3:49 am
by Seventh Shade
Dark boards are terrible. Besides, if we don't use that counter for actual torches we could use it for boss health or something.

Posted: Sun Nov 09, 2008 4:13 am
by Scribbit
Okey dokey then.

Buy 10 health: costs 30 points.
Buy 50 ammo: costs 3 gems.

prices sound reasonable? Is anyone even using gems?

Posted: Sun Nov 09, 2008 7:40 am
by Commodore
A shop might be pointless. Since there's a wide range of ideas that will go on, people making boards should assume the player could enter the board with any number of health or ammo. You would have to set more restraints to make something like that worth while.

also unless people program in some bonuses, that's a steep price for health.

then again, you're the boss. You tell us. :tie:

Posted: Sun Nov 09, 2008 8:13 am
by asiekierka
Remember that there's my board full of bonuseys...
...:D

Also, the only counters allowed IMO to not break anything is Score and Torches. No more points, Nupanick. Only gems.

Just because you may need both counters for some stuff. {{x/y player position calculation? boss health? random point giver?}}

Posted: Sun Nov 09, 2008 11:19 am
by zamros
heyyyyyyyyyyyyy we need a deadline

Posted: Sun Nov 09, 2008 3:30 pm
by InfoSponge
deadlines are for chumps

that being said when is this shit due?

ps mine's almost done

pps that was a lie

ppps or was it ._.

Posted: Mon Nov 10, 2008 7:41 am
by Quantum P.
Commodore wrote:A shop might be pointless. Since there's a wide range of ideas that will go on, people making boards should assume the player could enter the board with any number of health or ammo. You would have to set more restraints to make something like that worth while.
I agree -- you'd have to make agreements with the other participants in order to make a shop useful. You would need (1) at least one person to include an action sequence, and (2) at least one person to reward the player with gems.

I don't think purchasing items from the shop should be necessary, though. As Commodore said, the player ought to be able to complete each board without any extra health/ammo. However, being able to purchase extra health/ammo might be a nice convenience.

Just my two cents.

Posted: Mon Nov 10, 2008 12:06 pm
by Scribbit
Okay, no shop for now. Let's finish by the end of the month.