oklabsoft
oklabsoft
- Joined
- Mar 18, 2017
- Messages
- 370
Did someone say 'shameless' and 'Wizardry clone'? I got this. What features do you want?
https://oklabsoft.itch.io/vermys
https://oklabsoft.itch.io/vermys
Did someone say 'shameless' and 'Wizardry clone'? I got this. What features do you want?
https://oklabsoft.itch.io/vermys
1. Puzzles.Did someone say 'shameless' and 'Wizardry clone'? I got this. What features do you want?
Oh, and this too.Did someone say 'shameless' and 'Wizardry clone'? I got this. What features do you want?
https://oklabsoft.itch.io/vermys
Looks good. Increase party size to six.
1. Puzzles.Did someone say 'shameless' and 'Wizardry clone'? I got this. What features do you want?
2. Skills.
3. NO mapping challenges.
4. Basically something closer to Wiz5/6 than earlie titles.
Oh, and this too.Did someone say 'shameless' and 'Wizardry clone'? I got this. What features do you want?
https://oklabsoft.itch.io/vermys
Looks good. Increase party size to six.
It's not a bad thing.My brother Justin looked at the demo of Vermys and said "Don't post anything about it because you don't have anything original". I am not sure that is a bad thing but the 'original' tweaks as well as 'must-have' features in players minds are what I am curious about.
Meaning, please keep these to a minimum.NO mapping challenges: meaning... screwy stuff that is hard to map??
1. Puzzles.
2. Skills.
3. NO mapping challenges.
4. Basically something closer to Wiz5/6 than earlie titles.
"A labyrinth is an ancient symbol that relates to wholeness. It combines the imagery of the circle and the spiral into a meandering but purposeful path. It represents a journey to our own center and back again out into the world. Labyrinths have long been used as meditation and prayer tools. A labyrinth is an archetype with which we can have a direct experience. Walking the labyrinth can be considered an initiation in which one awakens"
- Ellie Crystal (crystallinks.com)
Backtracking
The process of retracing your path in a maze. This happens when you reach a dead end and have to turn around, or if you have followed a passage that leads you back to an area of the maze you have already traversed.
Bastion
The raised pathway or divider on a turf maze.
Best-Solution (or Shortest Path)
The shortest physical route through a maze (i.e. the quickest solution if one is walking). Some mazes have more than one best solution (i.e. two or more solutions that are equally short), although this is very rare.
Blind Alley (similar to Cul-de-sac, Trap)
In general, these are various looping passageways or collections of passageways that, once entered, must be exited by backtracking along the original path that you came in on. Some mazes have very large areas, within which one can wander aimlessly, that must be backtracked out of to solve the maze.
Bottleneck
A passage connecting one area of a maze to another, and that must be traversed in order to solve the maze. Every solution to the maze must go through the bottleneck.
Chartres-type (or Medieval, Christian) Labyrinth
A circular labyrinth with a distinctive 11-circuit pattern, common to Christian churches and cathedrals in the Middle Ages. Named after the stone labyrinth on the floor of Chartres cathedral in France.
Classical (or Cretan) Labyrinth
A 7-circuit circular labyrinth, the oldest labyrinth symbol known and common to many cultures in the ancient world. Named after its use on coins from the Minoan palace at Knossos on Crete (site of the labyrinth in Greek mythology).
Cornfield (or Maize) Maze
A temporary outdoor maze puzzle created out of a cornfield, designed to be walked as a family or tourist attraction.
Cross, Corners, and Dots
A simple seed pattern of lines and dots that allows for the easy creation of a Classical Labyrinth.
Daedalus
In Greek mythology, Daedalus (whose name means "cunning worker") was a skillful craftsman and artisan. He was the creator of the Labyrinth on Crete, which was designed as a prison to contain the Minotaur.
Dead End
A passageway that leads nowhere and that has no branches or junctions. Once you discover you are in a dead end, turn around.
End (or Goal, Exit)
The end point of a maze, usually indicated by "E" in printed puzzles. In unicursal mazes (mazes with a single path, commonly called labyrinths) the end is often in the center.
Hedge maze
An outdoor maze constructed from planted hedges that are too tall to see over. Similar (but much longer lasting and smaller) to a Cornfield Maze.
Julian's Bower
A traditional English name for a turf maze.
Junction (or fork, decision point, node)
An area in a maze where three or more passageways meet, forcing the maze solver to choose between at least two alternate routes going forward. Well designed junctions utilize psychology to mislead maze solvers down incorrect passageways. For example, maze solvers tend not to take passageways that appear to go back in a direction they just came from. Making such passageways the route to the solution results in a more difficult maze.
Labyrinth
Commonly used today to refer to a unicursal (single-path) maze design. In the ancient world, however, the labyrinth was more akin to our modern understanding of a maze puzzle, with many confusing paths and dead ends. From the Greek labrys, a sacred double-axe symbol of pagan religion.
Maze
A maze is an intricate, usually confusing network of interconnecting pathways, the solution of which is an uninterrupted path from a starting point to a goal. Most mazes have a single starting point and a single end point (though this is not required). Mazes can be printed on paper, constructed in the real world (hedge mazes or cornfield mazes, for example), or even exist within the confines of a virtual world (in a computer game, an interactive maze on a website, etc.).
Maze generation algorithm
An automated method for the quick creation of computer-generated mazes. There are many varieties (graph-theory, recursive division, cellular automata etc.).
Minotaur
A mythical beast, half-man and half bull, that was imprisoned in the labyrinth of Knossos by King Minos of Crete.
Outer Wall (or Boundary)
The wall or barrier forming the outermost perimeter of a maze. Everything outside the outer wall is not a part of the maze puzzle.
Passageway
A path upon which one is constrained while solving a maze. Passageways are bordered by walls, and force the maze solver to either go forward or backward along the passageway. Large open spaces in a maze (such as a room) are technically passageways if they contain exactly two entrance/exit points.
Pavement labyrinth
A labyrinth composed of stones, mosaics, or tiles laid on a floor or outdoors.
Picture maze
A maze whose solution-path forms a picture or some other identifiable symbol when solved.
Spiral
A single passageway that spirals into itself and leads to a dead end at the center of the spiral.
Start (or Entrance, Beginning)
The entrance or starting point for a maze, usually indicated with an "S." Some mazes have more than one starting point, although this is rare. In outdoor mazes visitors are forced to begin at the start. This is not so with printed maze puzzles, where a common maze-solving technique (when stuck) is to begin at the End and try to work backwards to the Start. Theseus didn't have this option.
Stone (or Boulder) Labyrinth
A labyrinth in which the pathways are defined by lines of stones, pebbles, or small boulders that are placed on both sides of the pathway. Commonly, stone labyrinths are variants of the basic 7-circuit design.
Theseus
In Greek legend, the hero who killed the Minotaur, a fearsome half-man and half-bull beast imprisoned within a labyrinth on the island of Crete. He succeeded in this with the help of Ariadne, daughter of King Minos of Crete, who fell in love with him. On the advice of Daedalus, she gave him a ball of thread, which he used to find his way back out of the labyrinth. Theseus was also the founder-king of Athens, and was credited with the conquest of the Amazons, whose queen he married.
Turf Maze
A turf maze is most commonly a unicursal labyrinth (single path), with the paths defined by cutting or trimming the turf. It is designed to be walked upon, and the end goal is usually in its center.
Vortex
Three or more passageways that spiral into each other, to a central junction, where one must then choose a passageway leading back out. Vortices are disorienting because it is difficult to predict in what direction a passageway leading out will ultimately lead. Multiple vortices linked together can be particularly confusing to navigate.
(The above, "Vortex", this is a cornerstone of classic CRPG dungeon crawling mazes. Things like revolving floor tiles and holes in the floor are a natural extension).
- Christopher Berg (amazeingart.com)
Labyrinths and mazes have often been confused. When most people hear of a labyrinth they think of a maze. A labyrinth is not a maze.
A maze is like a puzzle to be solved. It has twists, turns, and blind alleys. It is a left brain task that requires logical, sequential, analytical activity to find the correct path into the maze and out.
A labyrinth has only one path. It is unicursal. The way in is the way out. There are no blind alleys. The path leads you on a circuitous path to the center and out again.
A labyrinth is a right brain task. It involves intuition, creativity, and imagery. With a maze many choices must be made and an active mind is needed to solve the problem of finding the center. With a labyrinth there is only one choice to be made.
At its most basic level the labyrinth is a metaphor for the journey to the center of your deepest self and back out into the world with a broadened understanding of who you are. - Daniel Johnston (lessons4living.com)
Arrow Maze
A type of logic maze containing some passages that may only be followed in one direction (denoted by the arrows). The arrow maze is something called a "directed graph" in mathematical terms, and it is the fundamental type of maze to which almost every other maze type can be reduced (with enough exotic transformations).
Block maze
A maze that cannot be solved without clearing the maze pathways of moveable blocks. When well-designed even very small block mazes can be complex to solve.
Logic maze
A maze that must be navigated by adhering to logical rules in addition to following its passages. Examples might include a maze containing different colored symbols that must be passed in a certain order, or a maze that has some passages that may only be followed in one direction (an arrow maze).
Multicursal maze
A maze with at least one junction (or node), and thus having more than one path.
Multiply-connected maze
A multiply-connected maze contains one or more passages that loop back into other passages, rather than leading to dead ends. A well-designed multiply-connected maze is more difficult to solve than a simply-connected maze, for users will spend a great deal of time simply going around in circles. The extreme multiply-connected maze has no dead ends at all, and is called a "Braid maze."
Number Maze
Any maze that uses numbers (or letters, symbols, etc.) by which the maze solver can jump to other areas in the maze by following the numbers, avoiding the usual walls. For example, a number maze with the letter "A" in two places would allow you to jump from one "A" to the other. Because of these jump connections, such mazes are partial weave mazes.
Planair maze
A mind-bending maze whose underlying topology is unusual (non-Euclidean) and which has edges that connect with one another. For example, mazes covering the surface of a torus or a Moebius strip would be planair mazes.
Simply-connected maze
Simply-connected mazes have pathways that never re-connect with one another, so every path you choose either leads to additional paths (a fork) or to a dead end. There is only one solution to a simply-connected maze, and it can always be found by following the "left hand rule "—simply walk forward, keeping your left hand on the wall at all times.
Weave maze
A weave maze has pathways that go under and over each other. Though often drawn on paper, it in fact exists in more than two dimensions and can easily foil some common maze-solving tricks and techniques. An outdoor maze that has bridges or tunnels is a partial weave maze.
Unicursal maze
A maze with a single path (commonly called a labyrinth).
Most modern maze makers create either multiply-connected, weave or logic mazes. Many mazes are a combination of types. For example, quite a few outdoor mazes are multiply-connected weave mazes, because they have passages that connect back and forth as well as passages that go over or under other passages (via bridges, tunnels, etc.). Computer-generated mazes can be of any type, but the printable kind are usually simply-connected mazes.
- Christopher Berg (amazeingart.com)
Never said they were new. I kinda said the opposite of that - that they're way outdated. Pre-computer single-player games often relied on trial and error and even random chance to be more replayable. However, they are also designed to be rather short, usually completable in less than an hour. When you have a long-term medium, often with some sort of narrative attached, the same principles just don't apply anymore.the concept of "holes" you can't see and invisible walls/doors and one-way slides/chutes are not new, and not even specific to CRPGs; these concepts have been part of mazing since forever ago and it's a whole
So much for all those assets I ripped from girls x battle.1. Puzzles.
2. Skills.
3. NO mapping challenges.
4. Basically something closer to Wiz5/6 than earlie titles.
5. No Anime aesthetics