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Artinum
Zapper


Beiträge: 184


New PostCreated: 2005-06-22, 07:59 PM CET     Subject: Re: Been there, built that Reply with Quotation  

Sandisk Sansa Clip Tragb...
Ooops. You're right. I was rushing through stuff a little at the time. Rather than there being 8x8x4x5 combinations for towers, there are in fact 5^(8x8x4) combinations, or 5^256. Rather bigger than 1280...

Oh well. It makes all the numbers much bigger but they still ain't infinite. Fair enough regarding all those ways to trim down the number of towers but since there aren't many simple ways to do them, and more importantly because the actual number doesn't matter much, there's little point here.

As for symmetry, that is true. But rotational symmetry can't be ignored - the facing direction for many objects is crucial. A lizard always starts by going north, for instance, so put him at the end of a row of tiles and he'll eat the first one straight away if it's the north end.

Finishing conditions are a good question. I decided to focus on the towers themselves rather than the conditions and time limit because, if you've got a tower with X klondikes and Y destroyable objects, there aren't that many ways to vary things. Time limits in particular are strange - you could theoretically have a tower with 1-9999 second time limits or no limit but a single second wouldn't make two different towers. In the end time limits are the sort of thing you assign at the end with fine tuning.

Ultimately, most of these towers are impossible to even create in the editor (Zapper in midair?) and of the others, tons would be either boring, unplayable or pointless. Imagine Grabber in a sea of klondikes. Or Grabber cut off from a sea of klondikes. Or a level with all three spiders in a featureless tower with no objects at all.

Artinum.



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