A game in which all of the weapons are pretty much represented by different mathematical objects, possibilities and conditions. Brave the Numbercave to find the hidden treasure known as Fermat's Awesome Book, where he wrote all of his actual theorems in full with proof, not just idle speculations, including a 2-page proof of his infamous last theorem.
I will be making this thing in MegaZeux (www.digitalmzx.net if you want more info), so it won't be standalone (MZX, however, runs on all major platforms.) My algorithm will be pretty much original/guesswork, and while I've made MZX games before, I've never really seriously totally attempted a Roguelike, so this will be quite an experience for me.
On Mar 6, 2:11 pm, kkairos <kkai...@gmail.com> wrote:
> A game in which all of the weapons are pretty much represented by > different mathematical objects, possibilities and conditions. Brave > the Numbercave to find the hidden treasure known as Fermat's Awesome > Book, where he wrote all of his actual theorems in full with proof, > not just idle speculations, including a 2-page proof of his infamous > last theorem.
On Mar 6, 2:38 pm, purplearcanist <ejg_...@yahoo.com> wrote:
> On Mar 6, 2:11 pm, kkairos <kkai...@gmail.com> wrote:
> > A game in which all of the weapons are pretty much represented by > > different mathematical objects, possibilities and conditions. Brave > > the Numbercave to find the hidden treasure known as Fermat's Awesome > > Book, where he wrote all of his actual theorems in full with proof, > > not just idle speculations, including a 2-page proof of his infamous > > last theorem.
> > On Mar 6, 2:38 pm, purplearcanist <ejg_...@yahoo.com> wrote: > >> Had to > >> post it, as it explains fermat's last theorem and how one > >> mathematician proved it in an encyclopedia.
> > Heh yeah, Andrew Wiles is epic.
> > I'm really just using a mythical 2-page proof as my MacGuffin, I > > figure it would be the rough mathematical equivalent of the Amulet of > > Yendor.
> Honestly, if you want mythically epic, have the player going for > a proof of the Collatz Conjecture. It's held off best efforts for > at least as long as Fermat's Last Theorem, and it's looking > harder.
> The Collatz Conjecture says that iteration of the Collatz function > starting with any positive integer eventually produces 1.
> The Collatz function is: If the input is even, the output is half > the input. If the input is odd, the output is one plus three times > the input.
> It's known to be true for all positive integers less than something > like 20 to the 60th power, but nobody can figure out how to actually > prove it.
It might very well not have a proof (or disproof).
Of course, it is also likely that Fermat's Last Theormem does not have a two-page proof (of course, this does depend on the level of intermediate steps one in allowed skip!).
Aaron: Strange. I might have to try that sometime. I don't think it's where this project is headed but I like it.
Still not sure what the MacGuffin will be but it's kind of irrelevant.
Right now basically the player has weapons (different dice roll types basically) and damage functions (which modify the dice-rolls.) Player is planned to have a permanent conditional (P --> Q) in play at all time that acts on various in-game variables. The P's and Q's will be equipped separately, and exploiting awesome combinations of weapons, damage functions, Ps and Qs will be highly encouraged. At this point the plan is to have ten weaposn, ten damage functions, 8 Ps and 8 Qs.
Good: Damage functions are almost all working (I have yet to verify this but the way MegaZeux handles file i/o, which it being a GCS from the mid-90's was hacked on, I think made my preferred way of doing one of my damage functions...strange.) Weapons are all working so far as I can tell (on my last play I missed one), and the equip screen for each is working fine.
Eh: Conditionals are going to be a frustrating thing to program. But once they get going they're going to be beautiful. Also, am thinking on a time limit to force good exploitations and help avoid lazy play, but with the sheer number of enemies I'm not sure this is going to be a problem, see:
Bad: Nothing's really bad right now except that I'm not sure how well the game is balancing so far. And I won't really know until conditionals are in.
Awesome: Right now it's really fun just to be able to go around with the FOV algorithm (in MZX, but still, first time I made one really) slaying numbergoblins with the 6d3 axe.
>> out of paranoia that something goes wrong with the actual success >> topic that still hasn't showed up after 10 minutes, i guess this is my >> preliminary announcement of SUCCESS!
>> will post another when i get up tomorrow if i can't find it yet.
>Okay, I tried to post it again.
>Then it went down, after being up for five minutes.
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