Announcement: Why not try our official idea generator for inspiration when making puzzles?


Caravel Forum : DROD Boards : Architecture : Journey to the Fabled Kingdom (A hold like JtRH but with 3.0 thru 5.0 elements added)
12
Page 3 of 5
45
New Topic New Poll Post Reply
Poster Message
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Okay, now I have added both secret rooms, although I haven't added the section with the Gate of Namedeness and the rooms past it yet - I still have to work on that.
12-17-2024 at 02:02 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
So I am thinking in more detail for the rooms past the gate, I will do:

* A room where you have to re-direct a citizen to make room through a corridor of citizens that is impossible at first

* A room where you have to periodically go back to a specific spot to stop a citizen from stepping on a plate that locks you in the room while doing combat against a lot of monsters

* A room that introduces time travel but doesn't exploit any gimmicks or quirks yet, keep it simple

* A room that exploits that time travel stops when you drink a mimic

* A room that exploits that time travel copies your moves directly and doesn't pathfind intelligently, so that means it's easy to make it go somewhere than where you actually went with things like pushing the clone.

* An optional challenge room with Arky, that is just a harder version of the same concept as the very last paragraph (the fact the temporal clones don't calculate the route intelligently, but just mindlessly copy the recorded moves).
12-17-2024 at 02:39 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Okay, I finished all rooms of level 12 including Arky's optional challenge room at the very end, so now can I please get feedback on any bugs, challenges and general improvements for levels 11 and 12, as well as the secret room in level 10 requiring you to get the name from level 12 first?
12-17-2024 at 04:11 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
averagemoe, for your custom 'Neather script for level 25 how do I copy and paste the script directly without needing to type everything from the ground up myself?

This is especially important for assigning "MyScriptX" to "neatherX" for example, which isn't actually possible to do the manual way by myself without using "Assign text" rather than just "Assign", which I don't think is what your original script does.
12-17-2024 at 04:40 PM
View Profile Show all user's posts This architect's holds Quote Reply
bbb
Level: Master Delver
Rank Points: 217
Registered: 10-07-2013
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
5.2 isn't out yet. Those are just new commands which will be available.

Comments from a previous version:

Click here to view the secret text

12-17-2024 at 04:52 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Awesome suggestions too!
12-17-2024 at 05:02 PM
View Profile Show all user's posts This architect's holds Quote Reply
averagemoe
Level: Smiter
Avatar
Rank Points: 492
Registered: 03-22-2012
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
azb wrote:
averagemoe, for your custom 'Neather script for level 25 how do I copy and paste the script directly without needing to type everything from the ground up myself?

This is especially important for assigning "MyScriptX" to "neatherX" for example, which isn't actually possible to do the manual way by myself without using "Assign text" rather than just "Assign", which I don't think is what your original script does.

Highlight the text, and press Ctrl-C Then go into the default script programming window and press Ctrl-Shift-B

____________________________
The internet is no place to act like a wild animal.
12-17-2024 at 05:12 PM
View Profile Send Private Message to User Show all user's posts Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
This is the script I did for level 9 2W with your new challenge:

Click here to view the secret text


The problem is the challenge never passes or fails, it acts like I didn't add the script at all when I fail the challenge (IE: use a tunnel or step in the guard's central area).

[Last edited by azb at 12-17-2024 05:19 PM : Fixed code to look properly like code]
12-17-2024 at 05:17 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
averagemoe wrote:
azb wrote:
averagemoe, for your custom 'Neather script for level 25 how do I copy and paste the script directly without needing to type everything from the ground up myself?

This is especially important for assigning "MyScriptX" to "neatherX" for example, which isn't actually possible to do the manual way by myself without using "Assign text" rather than just "Assign", which I don't think is what your original script does.

Highlight the text, and press Ctrl-C Then go into the default script programming window and press Ctrl-Shift-B

Awesome! Thank you!
12-17-2024 at 05:20 PM
View Profile Show all user's posts This architect's holds Quote Reply
kieranmillar
Level: Smitemaster
Rank Points: 3126
Registered: 07-11-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
azb wrote:
This is the script I did for level 9 2W with your new challenge:
<snip>

That script will only loop on turns you see the flashing message, otherwise it just gets to the bottom and stops. This is because you only have returns to the loop label immediately after the flashing messages. So if you have any turn at all where you don't see the flashing message, it stops running.

(Also if you re-enter the room after it's cleared, it will immediately award you the challenge)

[Last edited by kieranmillar at 12-17-2024 05:23 PM]
12-17-2024 at 05:22 PM
View Profile Send Private Message to User Show all user's posts High Scores This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Awesome! Thank you!
12-17-2024 at 05:23 PM
View Profile Show all user's posts This architect's holds Quote Reply
Nuntar
Level: Smitemaster
Avatar
Rank Points: 4937
Registered: 02-20-2007
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
I am really enjoying the latest levels. Your ability to make puzzles has improved a lot from your earlier holds, and I think one thing that has made a big difference is restraint -- you now make a lot of bite-size puzzles instead of making every puzzle cover the whole room.

L11 Entrance: all checkpoints are on eyes' lines of sight, and so impossible to use. To keep symmetry, remove them all and put checkpoints at (15,16) and so on.

L11 1W: Timer is very generous but that may be fine depending on your intended difficulty level. Could have a challenge "clear the room and reach an exit before turn 100".

L11 1N2W is very easy, just run to all the trapdoors. Maybe revisit this idea and make it trickier in a later level?

L11 2N2W is excellent, looks very imposing but is much easier than it seems.

L12 1N1E: I killed the tar mother straight away and solved the room with only the mimics. Now, I'm sure this was unintended, but it was really fun to work it out, and not at all easy to implement -- still a great puzzle and in fact I would say this is the best puzzle room you've made. Please do not "fix" it! You don't even need to add a challenge; let players work out for themselves that it can be solved this way (and they are rewarded with much better scores if they do).

L12 3E: Not a fan of this room; you just push against the citizens until you can get through. Citizens can be used for much more interesting things than this!

L12 1S3E: Nice idea but it doesn't matter if the north exit gets closed.

____________________________
50th Skywatcher
12-17-2024 at 05:31 PM
View Profile Send Private Message to User Show all user's posts High Scores This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Exactly. I understand that DROD's theme at the end of the day is supposed to be how good the puzzle actually is, and not on how many tiles you can occupy for no reason than just occupying tiles' sake.
12-17-2024 at 05:35 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Level 12 3E is just an intro to citizens so you're right, it shouldn't involve bumping into citizens, but the idea is the solution is very basic and is just giving citizens accesss to relay stations so that they don't make the hallway impossible to get through that you need to.

[Last edited by azb at 12-17-2024 05:45 PM : Typo: "citizens", not "citizns"]
12-17-2024 at 05:42 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Similarly level 11 1N1E is intentionally easy because it's introducing a concept, but you're right for a later level I could make a harder version of the room with the same concept.
12-17-2024 at 05:45 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Do you have any comments for the final rooms of level 12, with the temporal split tokens?
12-17-2024 at 05:57 PM
View Profile Show all user's posts This architect's holds Quote Reply
bbb
Level: Master Delver
Rank Points: 217
Registered: 10-07-2013
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Click here to view the secret text


12-17-2024 at 08:45 PM
View Profile Send Private Message to User Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Awesome and helpful suggestions as always!
12-17-2024 at 09:11 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
12 1N1E isn't broken, it's intended as Nuntar pointed out you can solve it either way.

The flashback sequence in the Naming Office is just a generic flashback sequence about killing Slayers in general, and it's hard in the rooms where it is optional not to kill the Slayers anyway, so just pretend he killed all the Slayers.

You're not supposed to go east after getting the name, you're supposed to head back out the way you came the first time to the west, just like in the original TCB Naming Office.
12-17-2024 at 09:13 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Everything else you stated though I will add and fix.
12-17-2024 at 09:13 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
My next Arky room will be in level 15, and will use the fact you get the Temporal Tuning Fork at the end of the level (you can't solve it before then, just like you can't rescue Halph in level 13 before then.)
12-17-2024 at 09:28 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
For level 13's details:

* The first room will introduce goblins with a mini-puzzle about manipulating them on top of on-off plates

* The south wing will have more goblin puzzles, the first room will have the puzzle be about dealing with goblins on trapdoors, the room to the left will be about using rock golems to guide a goblin, the room to the south will be about manipulating goblins to kill serpents, and the room to the southwest will be about using a goblin to block a monster that would always kill you without the goblin.

* The north wing will be about clone potions, so the first room will introduce clone potions, the room to the west will be a big battle using clones for help, the room to the north will require you to use the TAB switching system to solve, and likewise the room to the northwest will do the same thing

* The master wall and postmastery area beyond it/Dreamplane will be to the west of the northwestern room in the goblin section

* The east wing will introduce daggers in combat first, then show off how monsters walk through daggers even though they don't walk through any other default in-engine weapon, and also how daggers don't drop trapdoors even with the power token activated but still melt thin ice

* The north wing with the clone potions will also have the Pit Thig explain in more detail what the Mothingness is, and how it relates to the 1st Archivist from level 11 and not Arky

[Last edited by azb at 12-17-2024 10:02 PM : Added secret room description]
12-17-2024 at 10:01 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged

File: Goblin Room.hold (1 KB)
Downloaded 3 times.
License: Public Domain
icon Re: Journey to the Fabled Kingdom (0)  
Okay, I am having trouble with the execution even though I know exactly what I want conceptually for the southwest room where you use a goblin for shelter against an otherwise unavoidable death, because the goblin kills me if I lead in with him behind me (which is expected) and if I make the corridor any longer, even one tile longer, then it's easy to kill the roach without the goblin.

Can you guys help me figure out how to execute what I want?

[Last edited by azb at 12-17-2024 11:31 PM : Added extra detail to what happens]
12-17-2024 at 11:28 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
I have every other room in the level finished, including the entrance to the postmastery level (Dreamplane) with the master wall blocking it and the final room before level 14 where the Goblin King kidnaps Halph, it's only this one room I need help figuring out how to do mechanics/application wise even though I know what I want the puzzle to be conceptually.
12-18-2024 at 12:26 AM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (+3)  
I also decided to have only 2 rooms and not 4 for the north wing, cause I didn't have enough ideas for 4 and I figured there were enough rooms in the level as it was.
12-18-2024 at 12:26 AM
View Profile Show all user's posts This architect's holds Quote Reply
Nuntar
Level: Smitemaster
Avatar
Rank Points: 4937
Registered: 02-20-2007
IP: Logged

File: Team Eclipsicals Goblin Room.hold (1.2 KB)
Downloaded 3 times.
License: Public Domain
icon Re: Journey to the Fabled Kingdom (0)  
azb wrote:
Okay, I am having trouble with the execution even though I know exactly what I want conceptually for the southwest room where you use a goblin for shelter against an otherwise unavoidable death, because the goblin kills me if I lead in with him behind me (which is expected) and if I make the corridor any longer, even one tile longer, then it's easy to kill the roach without the goblin.

Can you guys help me figure out how to execute what I want?

I don't think this can work with a roach. You can do a similar room with a goblin and a snake, though!

____________________________
50th Skywatcher
12-18-2024 at 02:20 AM
View Profile Send Private Message to User Show all user's posts High Scores This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Awesome! Thank you!
12-18-2024 at 11:56 AM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Sadly, my computer isn't connecting to the Wi Fi network I have at my home currently, so I can't download the room and publish the 13th level for now.

However, I am hopeful it will be fixed very soon.
12-18-2024 at 12:33 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
Okay, so I am using my phone's Verizon unlimited data hotspot, so now it works like a charm and I can get your room and publish level 13.
12-18-2024 at 12:40 PM
View Profile Show all user's posts This architect's holds Quote Reply
azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
icon Re: Journey to the Fabled Kingdom (0)  
And remember, as I stated earlier it will be intentional the rooms that involve mud in level 14 will just be re-using of earlier rooms with tar and just flipping the rooms some and replacing the tar with mud, the same exact way the rooms in the original JtRH level 14 did it.
12-18-2024 at 12:50 PM
View Profile Show all user's posts This architect's holds Quote Reply
12
Page 3 of 5
45
New Topic New Poll Post Reply
Caravel Forum : DROD Boards : Architecture : Journey to the Fabled Kingdom (A hold like JtRH but with 3.0 thru 5.0 elements added)
Surf To:


Forum Rules:
Can I post a new topic? No
Can I reply? No
Can I read? Yes
HTML Enabled? No
UBBC Enabled? Yes
Words Filter Enable? No

Contact Us | CaravelGames.com

Powered by: tForum tForumHacks Edition b0.98.9
Originally created by Toan Huynh (Copyright © 2000)
Enhanced by the tForumHacks team and the Caravel team.