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"Brokoban I (Computer Generated)" by Tom 7 |
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Comments (turn spoilers on) | ||||
11593 | Brokoban I (Computer Generated) | gary (1998) | Tue 16 Dec 2008 08:41 | |
Gil, once you have solved this, why not play my two levels that has 6 in difficulty? | ||||
11592 | Brokoban I (Computer Generated) | Tom 7 (1) | Tue 16 Dec 2008 08:35 | |
Congrats Gil! :) | ||||
11588 | Brokoban I (Computer Generated) | Gil Anthony (1368) | Mon 15 Dec 2008 01:10 | |
TOM7 TOM7 I did it!!!...I did it this time! Gil Anthony |
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2909 | Brokoban I (Computer Generated) | Tom 7 (1) | Tue 07 Jun 2005 23:11 | |
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. |
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2908 | Brokoban I (Computer Generated) | Max (61) | Tue 07 Jun 2005 22:57 | |
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)! | ||||
2903 | Brokoban I (Computer Generated) | Tom 7 (1) | Tue 07 Jun 2005 18:34 | |
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). |
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2902 | Brokoban I (Computer Generated) | Tom 7 (1) | Tue 07 Jun 2005 18:28 | |
'Brokoban I (Computer Generated)' uploaded by Tom 7. | ||||