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.
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.
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?
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.
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.