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Cart #44913 | 2017-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Z to start, or X to skip all instructions.
Arrows move/dig through mine.
Z brings up map.

This was going to be a maze game where you had a 'zoom in/out' button, and that idea was going great for a while, until I realised mazes are hard and I didn't know if I could do justice to a maze generator in the time I had. So instead it became a digging game, and grew in scope disgustingly until I had more work than the maze would have been in the first place. But inspiration will be ins​piration I suppose.
​Use your map to see roughly where the gold is, then make your way towards it, being careful to manage your truffles (food) and glow crystals (flashlight power). You can find both in the mine but you have to balance things carefully. At any time you can press Z to check the map, and see an indication of local tile types. Try to reach the gold before you starve!

itch.io page: here

1GAM September 2017

P#44812 2017-10-01 08:25 ( Edited 2017-10-05 22:51)

That was pretty decent! Even with the help, the first time around I was confused about what each tile did. I would recommend that you add some extra indication that you got food or energy -- maybe make the food/energy numbers flash when they increase?

Also after finding the gold my score was -400 :-(

P#44816 2017-10-01 08:53 ( Edited 2017-10-01 12:53)
:: DR4IG

Dunno what you meant about "Hard" when it comes to mazes.. Pre-generating rooms I never had a good time wrapping my head around (Even BSP tree split room generation causes Brain.exe to crash!) but generating rooms as they're enetered.. That's easier.

P#44836 2017-10-01 20:44 ( Edited 2017-10-02 00:44)

After finding the gold (and seeing the gems in the 200ths) I get a score of about -23000. I immediately suspected some overflow issue and then remembered that pico-8 has a maxint of 32767 (16-bit signed numbers).

The “fix” in my opinion could be this:

--- minehunt.p8 2017-10-02 11:18:49.882150033 +0300
+++ myminehunt.p8   2017-10-02 11:16:56.389758746 +0300
@@ -462,8 +462,8 @@
    c_print("game over",50,7)
[color=#aa0000]-    c_print("score: "..p.r.gem*100+
-       p.r.gold*100000,66,7)[/color]
[color=#00aa00]+    c_print("score: "..p.r.gem+
+       p.r.gold*1000 .."00",66,7)[/color]
    c_print("time: "..flr(w.t/30),
    c_print("z to restart",104,7)
P#44848 2017-10-02 04:24 ( Edited 2017-10-02 08:24)

Hey thanks for the comments! :)
@caranha: Yeah, I foolishly forgot about the overflow >.< I will fix it probably by reducing scores overall rather than some weirdness with the string manipulation suggested by @adrian.castravete (thank you for that though adrian!). I might add something neat to make the pickups more obvious, that was definitely something I noticed but I thought a sound for each one would be too noisy with the dig/walk sound effect already there.

@DR4IG: I have done room generation on enter or on startup before, but for this I specifically wanted a full maze generated in 128*128 or thereabouts so I could display the whole thing in 'zoomed out' mode and a small subset in the 'zoomed in' mode. But when I looked into maze generation algorithms, they almost universally work around the idea of 'cells' which have four distinct walls and can connect to any or all of the four cells around them. This kind of representation seemed hard to represent in such a limited number of pixels while retaining the fidelity I wanted, so rather than spend time tweaking the algorithms or working out a neater way to represent it, I pivoted and made a digging game instead. I didn't have much time (as usual) and I needed something that wouldn't make me miserable so I would actually finish. :)

P#44905 2017-10-04 15:56 ( Edited 2017-10-04 19:58)

I have updated the game! Added a little bouncing plus sign to each icon when you pick up a resource, and reduced the score from gems/gold significantly so you should not have to worry about overflow unless you play the game for hours and hours and hours. Actually I'm not sure there are enough tiles for you to get enough gems to cause an overflow...hmm it is possible if the RNG is on your side, but I think it's probably pretty safe now. :)

P#44914 2017-10-04 18:14 ( Edited 2017-10-04 22:14)

Awesome! the + signs are super helpful. :D
About the string manipulation. That was only to have scores still display hundreds, like you firstly intended. :)
About the maze, you can have cell width “walls”, but I think it's much, much better the way it is now.
You can add more hazards like lava or water that sort of spread like the amoebas in Boulder Dash clones.

This is such a nice game. Love playing it! :)
Good luck with future ones! :D

P#44925 2017-10-05 05:49 ( Edited 2017-10-05 09:49)

@adrian.castravete: Yeah, I appreciate your solution was keeping my aesthetic choice of having Big Numbers, but I just felt silly for having forgotten about the overflow so I wanted to fix it 'properly' so there would be no overflow at all. I feel pretty good about the plus signs for sure! They were a lot easier to add than I thought they would be.

Regarding the walls, yeah, I could have had, but that would have been awkward to program - I think I will try it this month maybe, just to see. It requires some thought and designing a data structure to represent each 'cell' which I just was not prepared to do with 8 hours left (and I still went into the 'grace period' time anyway...).

Glad you like it! Thanks again for your helpful comments.

P#44935 2017-10-05 18:51 ( Edited 2017-10-05 22:51)

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