Game: http://gregdek.org/MONGO/akihabara/game-tutorial5.html
Key level code:
https://github.com/gregdek/akihabara/blob/master/resources/tutorial5/bundle-map-labyrinth.js
The game has some improvements:
* Puzzleblocks can no longer be pushed all the way to the wall.
* Math problems are dynamically generated.
* A cheesy intro level. :)
A brief statement on short-term goals: I continue to run towards lots
of fully playable mini-games, well-documented (I hope) and suitable as
jumping off points for other game ideas. I know that these will need
a lot more polish, but that will come later -- or sooner, if anyone
wants to jump in. :) If I can create a new mini-game every week,
I'll be happy with that pace for now.
My next goal, which I hope to have coded by next weekend: a "Path O
Math" puzzle: http://math.tinygames.org/index.php?title=Puzzle_Ideas#Path_O_Math
--g
> Game: http://gregdek.org/MONGO/akihabara/game-tutorial5.html
A winner is me!
> https://github.com/gregdek/akihabara/blob/master/resources/tutorial5/bundle-map-labyrinth.js
From the point of view of "tons of documentation that makes it easy to
extend" I think some discussion of the data structure on lines 60-66
would be useful.
RFE: based on whether or not the user chooses easy, medium, or hard,
replace more than one number in the equation with a ?, while making sure
that no two ?s require the same block.
> The game has some improvements:
>
> * Puzzleblocks can no longer be pushed all the way to the wall.
I tried to break this and get myself into an unwinnable situation, and I
couldn't do it.
--Max
>> https://github.com/gregdek/akihabara/blob/master/resources/tutorial5/bundle-map-labyrinth.js
>
> From the point of view of "tons of documentation that makes it easy to
> extend" I think some discussion of the data structure on lines 60-66 would
> be useful.
Done.
> RFE: based on whether or not the user chooses easy, medium, or hard, replace
> more than one number in the equation with a ?, while making sure that no two
> ?s require the same block.
Yeah. I think that's actually going to be a separate puzzle, because
that represents a separate (more advanced) learning objective.
>> The game has some improvements:
>>
>> * Puzzleblocks can no longer be pushed all the way to the wall.
>
> I tried to break this and get myself into an unwinnable situation, and I
> couldn't do it.
PUZZLEBLOCK IS STRONG. :)
--g