labyrinth deck

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Re: labyrinth deck

by jhonlee2050 » 17 Aug 2017, 20:33

well this is the nice idea of enjoyment.i am waiting for this plan execution.

Re: labyrinth deck

by Rothaon » 15 Aug 2016, 18:23

I once wrote one with C# but it was for full rectangles instead of just corridors.

Re: labyrinth deck

by 0131 » 15 Aug 2016, 17:39

I like the idea of this and Maze retease
i am currently experimenting with labyrinth generation algorithm to create something for cti2.

I will create an own thread when i have more detailed info
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Re: labyrinth deck

by Krell » 25 Aug 2015, 16:03

XD I remember the wumpus! Was the second text based game I ever played if I remember correctly.

Re: labyrinth deck

by Inside7shadows » 25 Aug 2015, 04:01

I think a backtracking mesh is the best option to preserve flavor. If you're just going down sections of maze and then trying a new fork, it's just as linear as a regular tease.

You also might consider making all the nodes the same card type.

But the more I think about it, the more I want a literal CTI Wumpus Hint: The Wumpus is your Chance to Cum. [Press Q to fire]

I'm sure you'll come up with something good.

Also, I keep loosing this, so I'm cross posting it here
Ivalice

Re: labyrinth deck

by Krell » 24 Aug 2015, 17:27

Once again, sorry for the delay. Life is more hectic than I'd like right now. Without further delay, here are the ideas I have for the maze movement mechanics.

#1 minimal choice:
Plays mostly like your normal tease with occasional instructions causing you to backtrack and take a path X instructions ago or similar. This option is the one I like the least, but is the only one I could think of that will work without a player drawn map or chart.

#2 branches/junctions:
Normal tease but has intersection cards. Every time you draw one of these cards you keep track of all the slides after it and may return to that intersection and take a different branch in that junction. The downside is CTI is not designed to track this amount of info to my knowledge and would require you to write it down as you go.

#3 full maze:
Most desirable option in my opinion. Have a simple maze like I7's second picture and just jot down the instruction's slide number in that room as you move through the maze. Requires that you make a sizable maze beforehand, but gives you a lot of control of both how difficult the tease might be and how easily you can track your maze.

Thoughts?

Re: labyrinth deck

by Krell » 22 Aug 2015, 10:44

No need to stop. :D I'm actually really excited that I've gotten an idea that's caught people's interest. I'll try to post some ideas for mechanics later today and hopefully get some feedback from people.

P.S. apologies to all those giving me feedback. I've been really busy lately and haven't had much chance to post recently.

Re: labyrinth deck

by Inside7shadows » 19 Aug 2015, 22:14

Okay, so we could do this forever, but I just want to post this, and I promise I'll stop.
| +
Hunt the Wumpas
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Re: labyrinth deck

by wavedash » 19 Aug 2015, 04:20

I don't really see any harm in letting people backtrack freely, especially if these encounter cards can't be "farmed." If anything, it gives the player more choice, which sounds like something you'd want; otherwise, you're just playing a themed deck.

Also, does the player get a map, or would you have to keep track in your head?

Re: labyrinth deck

by Inside7shadows » 19 Aug 2015, 02:20

Never realized chose your own adventure maps were so beautiful. Or, my favorite Maze (requires you to find the center, then exit.)

(Edited on PC)
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