Hi,
Andreas Lochmann wrote:
Brian Huffman schrieb:
I have attached an updated version of my minesweeper level.
I have added some features to make sure the level is solvable, and so
that the player is never forced to resort to guessing.
- A check is done to make sure that all tiles are accessible from the
boundary, without crossing any tiles with mines. No diagonal moves are
necessary.
- Mines are never placed along the outer edge. This allows the player
to uncover these tiles right away, which presents many more
opportunities for locating mines by skill, rather than luck.
Essentially this gives the player a lot more information at the start,
which makes the level a lot easier; to compensate I have increased the
number of mines.
The diagonal move check and the free outer edge have two effects that
astonished me while playing this version a few times:
1. The ambiguos mine distributions are drastically reduced as the most
likely situations did occur in the neighbourhood of the outer edge.
2. The knowledge of the reachability of all minefree fields helps in
most remaining ambiguos distritbutions to decide which way to go. In
fact I am able to solve about 90% of the generated difficult levels
without using hints.
First I thought that the given outer edge makes the level too easy. But
meanwhile I admit that by the increased number of mines and the greater
reliability of a fair solution the level gives the player an optimal
challenge. It is indeed worth playing it many times :-)
- I have added a hidden area, which has a mechanism to give hints. You
hit the st-timeswitch, it traps you behind a door for 10 seconds, then
it uncovers a random tile and lets you out.
Ah yes, works great :-)
Three minor things I still see:
- The colours of the fields should be stated somewhere
in detail, in this dense mine field it might be important
to know the number behind "deep-red". I suggest a row
beside the playing area with the field-colors correspon-
ding to y-coordinate or something similar.
Whatever suits the design.
- In the "reachable"-function, "m == 10*7" should instead
be something depending on the number of mines?
Otherwise I didn't understand this function.
- I don't understand how you distribute the oxyds in the
end. They should be reachable as well---or the mines
have to be deactivated in the end.
Another suggestion from my side:
Sometimes it is annoying when the level restarts directly on a false
move. It would be nice to be able to analyse ones own mistake. Let the
marble resurrect, show the bombs and give the player a document to press
Shift+F3 (or Ctrl A) to restart the level.
Greets,
Ronald
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