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| Tutorial 17: Daleks |
Thu 09 Jun 2005 02:01 |
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<Doom> (SPOILER) Added speedrun: 82 moves (old: 94).
I wonder why I didn't have uploaded this solution before... |
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| California Roll |
Thu 09 Jun 2005 01:52 |
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<Doom> (SPOILER) Added speedrun: 397 moves (old: 399).
My first finish was exactly as long as bpotetz's. By the way, that solution must be intentional because mjn mentions it himself.
<bpotetz> (SPOILER) Added speedrun: 399 moves (old: 707).
<bpotetz> (SPOILER) Cook: You need a way to enforce that the panels in each passage are still pressed when the user exits.
Need concept, though. |
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| Button Blocker: The Challenge (v2) |
Wed 08 Jun 2005 14:54 |
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<bpotetz> (SPOILER) Added speedrun: 300 moves (old: 393).
Still has a couple extra traps. Tighter, though. |
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| Ms. Pac-thing |
Wed 08 Jun 2005 14:38 |
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<bpotetz> (SPOILER) Added speedrun: 165 moves (old: 171).
Beautiful artwork! |
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| California Roll |
Wed 08 Jun 2005 14:18 |
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<mjn> (SPOILER) This one's pretty loose, but hopefully fun anyway.
(A challenge: can anyone finish with 12 panels uncovered?)
<mjn> 'California Roll' uploaded by mjn. |
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| Brokoban I (Computer Generated) |
Wed 08 Jun 2005 11:46 |
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<Doom> (SPOILER) I managed to get a bot on top of each button but got stuck on the wrong side. I didn't move the sleeping bot at all, though so I might be missing an entirely different solution.
<mjn> (SPOILER) Better idea: the steels themselves can block the robot, if they start out as blocks and the sokoban panels turn them into steels.
<mjn> (SPOILER) You could also finish on any tile by having a robot offscreen, with the panels connected to tiles blocking his path. With the panels covered and his path clear, he could push a row of steels into some panels that turn all the sokoban blocks into exits.
But unfortunately, you'd be able to sneak the robot through by selectively triggering the right panels in sequence, like getting the last sphere across in Scuba Diving...
<Tom 7> That's a pretty good idea. It would only fail in levels where you are stuck when you finish, surrounded only by grey blocks, and I have never seen such a level.
As for other features, I am going to definitely experiment with generating these kinds of small, tight manipulation levels using other Escape tiles. I agree that's much more interesting. I'm just starting small.
Anyway, of course, the true joy (for me, at least) of Escape comes in the newness of the misdirection and tricks employed, and the design of the levels (a sort of non-language communication). Computers may be good at making levels that are hard to solve (this one only took like 2 seconds to generate!), but they won't be good at that any time soon.
<Max> This is kind of extreme, but if you really, really wanted to make it so that you could solve it on any tile, you could move the stop sign/exit row to an inaccessible "island" away from the main puzzle and then replace all the blue blocks with teleporters that transport you right in front of the row... Just watch your step (as always in sokoban)!
<Max> (SPOILER) Hey, pretty enjoyable for a computer-generated sokoban level! Feels somehow gentler than most of the computer-generated sokobans so far in spite of its rigidity. I like how you used the sleeping bot to signify that it has a different role from the broken ones. It would be cool to see sokoban-style levels that take advantage of some of the other features unique to Escape, however. The simple tile/panel sokoban formula is beginning to feel kind of monochromatic, especially since it's embedded in such a versatile game. |
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| Ms. Pac-thing |
Tue 07 Jun 2005 21:55 |
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<Tom 7> (SPOILER) I had understood the power pill reference, but I hand't figured out how to use 'em.
But now that I beat it, you're right, it is not very hard. =) |
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| Think inside the box |
Tue 07 Jun 2005 21:05 |
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<Max> (SPOILER) Cook: Didn't use teleporters... |
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| Ms. Pac-thing |
Tue 07 Jun 2005 21:00 |
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<Max> (SPOILER) Whoa, really? I thought I had made this almost too straightforward and easy! Here's a hint, then -- think of the panels adjacent to the buttons as analogous to the power pill thingies in pac-man that allow you to chomp the ghosts for a brief period of time... |
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| Brokoban I (Computer Generated) |
Tue 07 Jun 2005 18:34 |
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<Tom 7> I have been experimenting with computer-assisted level generation. Here's a medium-difficulty Sokoban style one. (I promise not to flood triage with loads of Sokoban levels, but I can't resist doing one or two after all this work!)
Also, this shows how you can encode Sokoban (with less than 10 blocks) almost directly, since traditional Sokoban allows blocks to start on panels. The only remaining issue is that Sokoban also lets you solve the level with the player on any tile, whereas we require an "exit path", but this is not really a big deal (it sometimes makes levels even more tight).
<Tom 7> 'Brokoban I (Computer Generated)' uploaded by Tom 7. |
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| Ms. Pac-thing |
Tue 07 Jun 2005 17:07 |
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<Tom 7> (SPOILER) Man, I don't understand this level, but I sure like the pac-drawings!
<Max> 'Ms. Pac-thing' uploaded by Max. |
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| I <3 Dalekabees |
Tue 07 Jun 2005 06:28 |
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<Jeek> (SPOILER) Cook: I did not use the blue switch whatsoever. |
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| Think inside the box |
Tue 07 Jun 2005 02:51 |
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<Doom> (SPOILER) Added speedrun: 162 moves (old: 167). |
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| Pac-thing |
Mon 06 Jun 2005 22:10 |
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<nLogic> (SPOILER) The problem in designing this level was that a tile with panels in both the real and bizarro worlds has just one destination. This limited the type of puzzle I could use.
That said, I hope someone will come up with a "Level 2", putting a more elegant puzzle into the Pac-man maze. There are two other unused bots that can be teleported in, just like the middle bot, so a level requiring 3 broken bots could be made.
<Max> This level is conceptually great, but the process of solving it feels kind of awkward -- I felt like I used more brute force than planning. But still a very clever emulation of Pac-man! |
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