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No mod cons 15 Sat 20 Apr 2013 06:09
<Dave> PS. and final note. re cooking the level: refer to earlier comments.
<Dave> If this is only going to about increasing difficulty at every stage then maybe I should stay out of it.
<Dave> I was just thinking the same mechanisms could be reinstated with a more complex underlying structure. However, that takes a more than can be achieved in one mod... just didn't want it getting stuck in a rut. My mistake.
<Dave> Another idea. During development would it be an idea to keep an easy exit open, which can be removed when the time is right, so that everybody can view the intended solution and contribute. We know from before that making this hard is not going to be a problem, but that isn't the whole point of the exercise. Then the process could also work as a kind of tutorial.
 
Tight Target Sat 20 Apr 2013 01:29
<Dave> Yet another good level... :))
 
No mod cons 15 Fri 19 Apr 2013 23:59
<Dave> OK team. This is not intended to be uncookable, and doesn't bring everything into play. Just researching tighter ways of using what have already, and hopefully provide something that can be added to. I have not idea what Mark is planning with his box, so thought best to leave it alone for now.
 
No mod cons 7 Fri 19 Apr 2013 02:28
<Dave> The other side of the coin is... If the ball has to go round the top but it takes 500 moves to get there then it ceases to be dead-space.
The 1 steel / 1 ball combo is interesting, normally I'd do what devin did and switch to balls, but after playing with a few ideas I'm not so sure.
 
No mod cons 6 Thu 18 Apr 2013 17:59
<Dave> Nothing wrong with that.
 
No mod cons 7 Thu 18 Apr 2013 10:53
<mark> The only reason i keep geting rid of the ball from going round the top is for the future of the level.
Its creating to much dead space.
 
No mod cons 3 Wed 17 Apr 2013 22:52
<Dave> Anyway, sorry devin, rant over :). Just to avoid a similar mess to last time, do you think could do an alternative mod? It doesn't have to make a puzzle yet...
<Dave> Sorry, I don't mean to be harsh, but, to elaborate further. The whole point of restricting the number of mods is to develop a level that has not had a style imposed on by any one player but by an organic development process.

When you make a mod within those constraints it will not be complete, but you will always have a preconceived idea for its ultimate usage. The fun bit is watching it interpretted totally differently by somebody else, so by the time you get your hands on it again you are forced to throw your idea out the window and think afresh.
<devin> I'm sorry, I never had the chance to view the rules.
<Dave> I thought the idea was 10ish changes, but preferrably a maxuimum of 10!

Since when did 36 qualify as 10ish? You have effectively had 4 goes in one...
 
No mod cons Wed 17 Apr 2013 09:55
<mark> Rules
1.add up to 10ish tiles to make it harder
2.removing tiles is permitted but wait a while
3.wait at least 1 player before modding again
4.only thing not to touch is start and finish places.(this could ruin someone's good work)
5.check to see if there is a version out before loading yours.
6.once there are a couple of versions out dating yours delete level.
7.you must solve before modding.
8.please rate levels so we know how many are on board.

Ps i have read all the latest comments and kept them in mind,but i stuck with 10ish because it would be a shame if your mod needed a few more than 10 to make it work.
 
We are the mods 12e3a Wed 17 Apr 2013 07:18
<mm> The concept in general is great! I don't think we need new roules, but we might want to define tighter ones? How about a decreasing amount of changes per mod? Let's say first mod: 10 tiles (maximum), second mod: (max.) 9 tiles... 10th mod: 1 tile. This would automatically limit the amount of mods to 10, and might increase the style rating as well. It's just an idea, but might be worth trying?

 
We are the mods 12e3b Wed 17 Apr 2013 07:15
<Dave> I'm wondering how far we can go doing it the old school way without bots or bombs: 'No mod cons'.
Annoyingly, I can't look at your solution now, I'm on a different computer, but redundancy did seem a possibility from what I saw of Jim's. Will have a look in the morning. Either way, I'm calling it quits.
<mark> Yes Jims solution is same as mine in around about way . Im sure adding original and speedrun you possibly end up with a spare piece.
But i also vote calling quits,this level has been fantastic fun.
If you want to start again changing the start and finish position should create a new puzzle.
Have no clue about facebook, never even spoke one word on the internet until this game.
<Dave> Mark, it's human nature to want to make harder each time, and I'm as guilty as anybody else. But the concept has been proven now, so next time...
<Dave> Cheers Jim, and nice solution.
We currently have 4 levels from this thread left in triage, all considered, I think that is a sensible amount given the combined effort that has been put in.
Not sure about the other thread. It's tempting to go back to wowei's mod and take all the other stuff out, but, personally, I feel like a clean slate.
Any ideas on the rules?


<Dave> Just checked, it's had one comment in 3 years! Might as well do something useful with it...
<Dave> That is a very good point. I think this discussion needs to carry on elsewhere otherwise we will clog up feedback and level comments, as well as the graveyard. Escape facebook page seems to be working...
<mark> Yes a new template would be good,i have been thinking about it quite a bit.
Your right about the other threads they more levels on ther own.
N7DOT'S starter does not leave much space to do anything with .
Why i think we are the mods got stuck in a pattern early is no one was adding tiles for creative reasons, just trying to make it harder evry time.
If a new template is started we have to add style as well as difficulty when modding.
Perhaps the first 3 or 4 mods should add to the background, then start on the puzzle aspect.
<Dave> Hi Mark,
I suppose it could be made even harder, but I'm not sure it would add any value.
I haven't optimised the solution at all, I just uploaded as soon as I cracked it, so I expect it could be shortened considerably. Even so, I think this has to be the limit, any longer and we lose the fun factor.
I reckon we give it a couple of days for the dust to settle and then see if anybody else wants to set a new template (N7DOT's one already has a predetermined style). It would be nice if could generate an entirely different type of puzzle.
What do you think?
 
We are the mods 12e3 Tue 16 Apr 2013 14:56
<mark> Ps i wont delete until you say so.
Pps if i had not rated mm's level and left a teaser speed run mm might have been thinking it was really hard.
When i knew as a fact 4 or 5 people found it easy.
<mark> Hi Dave, been away from computer for a day come back to 3 mods and a new level.
I must thank you for your comments but i realized why you stopped rating and my remark was not aimed at you.
Struggling a little bit on your latest even though i have worked it out just cant complete it just yet.
Been going round in circles,now i have got brain ache thanks.
Its only a matter of time maybe tommorow with a fresh look and a clear head might finish it.
 
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