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Re: [Enigma-devel] level submission: minesweeper
From: |
Brian Huffman |
Subject: |
Re: [Enigma-devel] level submission: minesweeper |
Date: |
Sun, 20 Apr 2008 17:12:01 -0700 |
User-agent: |
Internet Messaging Program (IMP) H3 (4.1.6) |
Hello,
I have attached yet another revision of my Minesweeper level, taking
into account some of your suggestions.
Quoting Andreas Lochmann <address@hidden>:
Three minor things I still see:
- The colours of the fields should be stated somewhere
in detail, in this dense mine field it might be important
to know the number behind "deep-red". I suggest a row
beside the playing area with the field-colors correspon-
ding to y-coordinate or something similar.
Whatever suits the design.
I have added "Deep Blue = 5" and "Deep Red = 6" to the in-level
document. There is also a floor tile for 7 neighboring mines, but this
occurs so rarely that I think it is unnecessary to document it -
players should be able to figure out what it means by elimination if
they ever see it.
- In the "reachable"-function, "m == 10*7" should instead
be something depending on the number of mines?
Otherwise I didn't understand this function.
OK, I have rewritten this function slightly so that it might be a bit
easier to understand. Note that it checks the reachability of *all*
tiles, even ones containing mines. It starts by marking all the tiles
around the edge as reachable; then for each reachable non-mine square,
it marks the four neighboring squares as reachable.
- I don't understand how you distribute the oxyds in the
end. They should be reachable as well---or the mines
have to be deactivated in the end.
At the start, the mines are generated randomly, with their coordinates
stored in a list. At the end, oxyds are placed at the coordinates of
the first 8 mines from the list. The reachability check ensures that
all the oxyds will be reachable without hitting any mines.
Quoting Ronald Lamprecht <address@hidden>:
Another suggestion from my side:
Sometimes it is annoying when the level restarts directly on a false
move. It would be nice to be able to analyse ones own mistake. Let the
marble resurrect, show the bombs and give the player a document to
press Shift+F3 (or Ctrl A) to restart the level.
I have implemented this idea, and I think it works well. If you hit
one mine, they all explode, revealing their positions. If this
happens, the game is internally flagged as being unwinnable, and a
document reading "Shift+F3" is generated.
- Brian
minesweep.xml.gz
Description: GNU Zip compressed data
- Re: [Enigma-devel] level submission: minesweeper, (continued)
- Re: [Enigma-devel] level submission: minesweeper, Andreas Lochmann, 2008/04/14
- Re: [Enigma-devel] level submission: minesweeper, Andreas Lochmann, 2008/04/14
- Re: [Enigma-devel] level submission: minesweeper, Nat Pryce, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Brian Huffman, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Ronald Lamprecht, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Brian Huffman, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Ronald Lamprecht, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Brian Huffman, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Andreas Lochmann, 2008/04/15
- Re: [Enigma-devel] level submission: minesweeper, Ronald Lamprecht, 2008/04/17
- Re: [Enigma-devel] level submission: minesweeper,
Brian Huffman <=
- Re: [Enigma-devel] level submission: minesweeper, Brian Huffman, 2008/04/20
- Re: [Enigma-devel] level submission: minesweeper, Andreas Lochmann, 2008/04/21
- Re: [Enigma-devel] level submission: minesweeper, Brian Huffman, 2008/04/21
- Re: [Enigma-devel] level submission: minesweeper, Andreas Lochmann, 2008/04/15