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Re: FINALLY!!

Posted: Mon Sep 02, 2013 11:44 pm
by Paul Stevens
Another possible way to toughen the game a bit......

There are four 'Corbum' keys. But they are always found
at the same location, allowing a player to avoid most
of the dungeon. I suggest that these four keys remain
in a hidden location until the player presses a button near
each key's lock. Then the key will be released to a somewhat
more random place in the dungeon, just as many other items
are released by the random motion of Gigglers. This also
gives the game a 'third phase'.....1) Get to DDD to release
the key, 2) Find the key, and 3) use the key to get to the
Corbum.

I wish I had more time. CSB-Squared could become a challenge
even for the members of this forum.

Re: FINALLY!!

Posted: Tue Sep 03, 2013 12:11 am
by beowuuf
Yes, Death Row became 'Dead End' in my head, even though a moment's thought make me realise that was the four knight corridor!


Hmm, improving CSB. Seems that the original dungeon was showing off expanding the core mechnaics in inventive ways. Having a golem jailor deliver you food, trading with a , showing off many ways for randomisation, etc.

I'd love to see tweaks in that regard. Actually debating with the vexirk for food, finding a suitable method for praying for a miracle. Plus there was a hint of the dungeon having an ecosystem in this regard - oitus tending screamers and so on.

Maybe some social puzzles as well as pure logic puzzles would make it interesting to traverse the less explored corners!

Re: FINALLY!!

Posted: Fri Sep 27, 2013 2:10 am
by Sophia
Paul Stevens wrote:I think there may be one place that you can do the wrong thing and make the goal impossible.
Does anyone care to guess where that might be?
I don't know about places where you can do the wrong thing, but I believe the goal can become impossible due to the sadistic whims of gigglers.

The giggler item randomizer contains one teleporter, at 07(09,30) in CSBuild coordinates, that teleports one of the random items into the giggler room. This room is completely inaccessible to the party, and I think the idea is that you won't get every random item in every playthrough. However, if this teleporter ends up being used, the goal of grabbing every item is no longer doable.

Re: FINALLY!!

Posted: Fri Sep 27, 2013 2:50 am
by terkio
I had thouhgt about randomizing a custom dungeon. This was to prevent game spoiling, making the solution of puzzles not the same among players.
I found it was difficult to test such dungeons. So I gave up.

It is easy to test a linear dungeon.
it becomes difficult to test a non linear dungeon.
it becomes more difficult, may be impossible, to test a randomized non linear dungeon.
How can one guarantee all these generated dungeons are doable ?

Re: FINALLY!!

Posted: Fri Sep 27, 2013 3:11 am
by Paul Stevens
CSBuild has a list of locations to ignore.
For example, 6(21,30) which is a Giggler
randomizer.

But the list does not include 7(9,30) and
it appears as if it should. I've added it.

Re: FINALLY!!

Posted: Fri Sep 27, 2013 5:31 am
by Sophia
Actually, now that I think about it, the stuff is still flying when it goes through the teleporter, so it will keep going until it hits the wall, and it'll end up at 7(09,26).

Re: FINALLY!!

Posted: Fri Sep 27, 2013 11:31 am
by terkio
Objects flying through teleporters.
I made a loop with teleporters to play with flying objects looping.
I noticed something odd. When my test character is inside a teleporter, the flying object goes through him, he is not hit.
Is this a bug or a feature ? May be this is RTC specific.

Re: FINALLY!!

Posted: Fri Sep 27, 2013 3:35 pm
by Paul Stevens
Sophia wrote:and it'll end up at 7(09,26).
OK. I already had that cell listed and could
not figure out why! I'll remove the 7(9,30).