http://www.sc2mapster.com/maps/lights-out/
This is just a simple little map I whipped up as a bit of a programming exercise for myself. It makes use of Dialogs to recreate the handheld electronic game "Lights Out", where you try to turn all the lights on the board off. Flipping a single light on or off will also flip its neighbors, so some logic and thinking is required to solve each puzzle. While I originally created the map a week ago in three hours, I wanted to put in a solution-generating mechanism of some sort. After some research, I was able to port over C+ + code someone else had written based on a Whitman College professor's algorithm.
All Triggers were done via GUI, though I had to write a C program to get something into a readable format for the solution-generating mechanism. There are few formal Trigger objects; most of the work is done through Action Definitions.
Credits for the solution-generating mechanism:
Based on C+ + code by Christopher Dannemiller
Based on an algorithm by David Guichard
Plans for the future:
Extensive documentation for the curious mapmaker's learning benefit
Alternate game modes
Custom game board dimensions
Non-dialog game board using in-map game units and explosions
Very nicely done. It's interesting that you have a future implementation planned using units, as I actually found the current presentation to be both effective and elegant, but, then again, why would you be making it in the SC2 editor if you couldn't have explosions, right?
I get the impression that this was more or less just a diversion for you, but let me know if you're interested in collaborating on a bigger puzzle map. I'm currently working on a project that's kind of an amalgamation of different puzzles (think Professor Layton meets Machinarium meets a Zelda Dungeon, assuming you've played some of those), and I was actually planning on doing a "Lights Out" level. Anyway, the idea is that each puzzle or mini-puzzle would be a component of a longer progression; let me know if that kind of thing appeals to you. It's not that I'm actively looking for a mapping partner, but there are just so few people who like to make this sort of thing for SC2 that I figured we could gain a lot by pooling resources (again, IF you're interested in doing more stuff like this).
Thank you for your interest, but truth be told this was in fact a sort of proof of concept for a puzzle I'd be including in my own map! I really admired your train system; that was another type of puzzle game I was considering including in my project, though I may end up with a much simpler implementation.
Hehe, no problem, and good luck with your own map! I'll look forward to playing it. Either way it's always nice to see someone else working with puzzles; they're very rewarding to design and I think they bring a lot to a gameplay experience, even though very few people seem to use them! Cheers
This map gave me an idea, what if you can do a Capture-The-Tiles combative game?
Basically you move horizontally and vertically from a top down perspective, but your unit is locked onto the grid.
You move and capture tiles by walking over them, you can shoot ahead to hurt your opponent.
Working with WASD keys can be effective since it's only movement and dodging, as destroying your opponent depends on strategy.
Maybe have a large grid full of neutral tiles (white) and there can be 2 teams (blue and red).
It can even work with a siege tank model...
Can have a workable UI to show the score of both teams.
Tanks have 2 hp and can only survive 2 hits. Shots flies in the air at a slow to moderate speed, making dodging a important factor to capture and stop the opponent from stealing your tiles...
Eventually, include power ups like Speed and Invincibility that works for a short time.
I totally did not expect to receive a front page spotlight. >_>
@Vicboy: Go As I mentioned earlier, this is in fact prototyping a system we'll be including in another project... namely the long-awaited RLFM for SC2. My brother and I are brainstorming gameplay ideas for the various jobs in the game, and Lights Out was one of them.
http://www.sc2mapster.com/maps/lights-out/
This is just a simple little map I whipped up as a bit of a programming exercise for myself. It makes use of Dialogs to recreate the handheld electronic game "Lights Out", where you try to turn all the lights on the board off. Flipping a single light on or off will also flip its neighbors, so some logic and thinking is required to solve each puzzle. While I originally created the map a week ago in three hours, I wanted to put in a solution-generating mechanism of some sort. After some research, I was able to port over C+ + code someone else had written based on a Whitman College professor's algorithm.
All Triggers were done via GUI, though I had to write a C program to get something into a readable format for the solution-generating mechanism. There are few formal Trigger objects; most of the work is done through Action Definitions.
Credits for the solution-generating mechanism:
Based on C+ + code by Christopher Dannemiller
Based on an algorithm by David Guichard
Plans for the future:
@moronsonofboron: Go
Very nicely done. It's interesting that you have a future implementation planned using units, as I actually found the current presentation to be both effective and elegant, but, then again, why would you be making it in the SC2 editor if you couldn't have explosions, right?
I get the impression that this was more or less just a diversion for you, but let me know if you're interested in collaborating on a bigger puzzle map. I'm currently working on a project that's kind of an amalgamation of different puzzles (think Professor Layton meets Machinarium meets a Zelda Dungeon, assuming you've played some of those), and I was actually planning on doing a "Lights Out" level. Anyway, the idea is that each puzzle or mini-puzzle would be a component of a longer progression; let me know if that kind of thing appeals to you. It's not that I'm actively looking for a mapping partner, but there are just so few people who like to make this sort of thing for SC2 that I figured we could gain a lot by pooling resources (again, IF you're interested in doing more stuff like this).
Cheers!
Thank you for your interest, but truth be told this was in fact a sort of proof of concept for a puzzle I'd be including in my own map! I really admired your train system; that was another type of puzzle game I was considering including in my project, though I may end up with a much simpler implementation.
@moronsonofboron: Go
Hehe, no problem, and good luck with your own map! I'll look forward to playing it. Either way it's always nice to see someone else working with puzzles; they're very rewarding to design and I think they bring a lot to a gameplay experience, even though very few people seem to use them! Cheers
Question. Are you going to make a Real Life for Morons map when you're ready?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
This map gave me an idea, what if you can do a Capture-The-Tiles combative game? Basically you move horizontally and vertically from a top down perspective, but your unit is locked onto the grid. You move and capture tiles by walking over them, you can shoot ahead to hurt your opponent.
Working with WASD keys can be effective since it's only movement and dodging, as destroying your opponent depends on strategy.
Maybe have a large grid full of neutral tiles (white) and there can be 2 teams (blue and red).
It can even work with a siege tank model...
Can have a workable UI to show the score of both teams.
Tanks have 2 hp and can only survive 2 hits. Shots flies in the air at a slow to moderate speed, making dodging a important factor to capture and stop the opponent from stealing your tiles... Eventually, include power ups like Speed and Invincibility that works for a short time.
I totally did not expect to receive a front page spotlight. >_>
@Vicboy: Go As I mentioned earlier, this is in fact prototyping a system we'll be including in another project... namely the long-awaited RLFM for SC2. My brother and I are brainstorming gameplay ideas for the various jobs in the game, and Lights Out was one of them.
@dra6o0n: Go Did you ever play Tank Battalion?
Getting a working, grid based tank game would be nice, and this can also provide more insight on turn based grid games too.