There are some non-deterministic type errors that seem to creep in. Probably the implementation is non-discrete (or not-discrete-enough) with respect to time, so playing the same script twice in a row doesn't always yeild the same results.
While I remember making some adjustments to deal with the nondeterminism (ex: waiting at the top of the lift for a couple of seconds to ensure that the lift would always be at the top before I started moving again, which I usually do anyway), I didn't do anything out of the ordinary on the crumbly floor level. One thing I did eventually notice though:
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× you can actually get 3 distinct groups of bots across the gap so
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×you can send the button holder back early, preventing some of the non-determinism and then group all the other bots together
I've seen the concept before, but this is the best implementation so far.
Oh, yeah not totally original, but fun nonetheless. I think that the levels are more innovative than the other games I've seen with this theme. Also the pause button is quite cool. But I think some of the non-determinism gets in the way from time to time. I think that a DROD-like (ie turn-based stepping or whatever) would be the ideal setting for this idea since it would eliminate these problems. Personally, I'd like to see it in DROD, but I think its been shot down a couple of times in the feature request forum.
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