Bay 12 Games Forum
Finally... => Forum Games and Roleplaying => Topic started by: RoseHeart on January 25, 2017, 02:41:34 am
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Being a necromancer is a lot like being a programmer. You can't spend too much though on what your summons do each moment, or their help is more limited.
Well wannabe Necromancer, the Dungeon Program Challenge is here for you.
(Suggestion Game)
Please use a description in layman's terms, no actual code. This skeleton is running on English++
(assume it doesn't have your 'birdseye' view, either)
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TRIAL 1
Get the skeleton to the exit.
# # # # # # #
# S _ _ _ # #
# _ _ _ _ _ #
# _ _ _ _ _ #
# _ _ _ _ _ #
# # _ _ _ X #
# # # # # # #
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Skeleton:
Walk south until reach wall, walk east until reach wall. Walk south into exit.
OR
Walk Southeast to exit.
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Your skeleton does nothing.
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Skeleton: Walk to exit.
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Review
input senses and output abilities of skeletons.
Walk until wall.
Repeat until creature
Repeat until not-wall
Turn left.
.
Repeat until wall
Step forward.
If exit, exit.
Turn right.
.
.
If enemy and NOT Creator then grab.
If Great-and-perfect-creator then hug.
While enemy and NOT Creator bite.
While Great-and-perfect-creator and NOT dismissed nuzzle.
Await further orders.
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While self.Location not equal to Exit.Location {
Move(South)
Move(East)
}
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Define "walk" as "setting one foot in front of the other repeatedly".
Define "stop" as "stopping any movement".
Turn south and begin to "walk".
Once a wall is on front of us, turn east and continue to "walk".
Once a wall is on front of us, turn south and continue to "walk".
Once a wall is on front of us, "stop".
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If command_heard("gotoExit"){
Move_towards_location("Exit")
}
>"gotoExit"
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WOAH and I thought this was gunna be burried past page 3, imagine my surprise 8 replies and on page 1...
Alright remember to +1 a quote to vote for it.
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Technically, this would work best overall:
Maze Escape Routine, V. 1
Routine BEGIN
[Prepare]
Face South.
[Start]
If no wall is to your right, turn right, then take a step forward then goto {Start}.
If no wall is immediately in front of you, step forward, and goto {Start}.
If not at Exit, turn left, step forward, and goto {Start}.
Celebrate, then End Routine.
(Note- may not work if all walls aren't continuous with one another, or if in following situation-
O is floor, Z is Zombie
OO
OZ)
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PTW
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Skeleton: Walk to exit.
+1
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Skeleton: Walk to exit.
+1
# # # # # # #
# * _ _ _ # #
# _ * _ _ _ #
# _ _ * _ _ #
# _ _ _ * _ #
# # _ _ _ S #
# # # # # # #
TRIAL 1 COMPLETE
TRIAL 2 SPIKE TRAPS
Spike traps begin pointing up. Walking onto them will mangle your skeleton failing the challenge.
They go down every other step, wait, action, ect.
# # # # # # #
# S _ _ _ # #
# _ _ _ _ _ #
# _ _ # _ _ #
# _ _ _ _ ^ #
# # _ _ ^ X #
# # # # # # #
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Skeleton: Walk to trap, equip spike, walk to exit.
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Skeleton:
Walk around trap to exit.
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Skeleton: Walk to trap, equip spike, walk to exit.
+1
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(spikes are repetatively protruding from the ground, and not an item)
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Skeleton: Walk around trap to exit.
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Skeleton: Walk four steps (tiles) southeast toward exit as in, alternating between moving south and east when necessary. Then, when spikes are going down, quickly take one last step southeast onto exit.
Would it be possible for us to suggest 'puzzles' of our own?
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Skeleton: Walk to trap, equip spike, walk to exit.
+1
++ WRONG QUOTE, IGNORE
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Skeleton: Walk to trap, equip spike, walk to exit.
+1
++
Skeleton: Walk around trap to exit.
Is everyone seriously ignoring this?
Oops, wrong thing!
(spikes are repetatively protruding from the ground, and not an item)
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Skeleton: Walk to trap, equip spike, walk to exit.
+1
++
Skeleton: Walk around trap to exit.
Is everyone seriously ignoring this?
Oops, wrong thing!
(spikes are repetatively protruding from the ground, and not an item)
Actually I didn't ignore it but quoted the wrong post. (I thought I had quoted the "Skeleton: Walk around trap to exit." one)
So:
Skeleton:
Walk around trap to exit.
++
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Skeleton:
Walk around trap to exit.
Your skeleton does nothing.
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Move South until Exit is Sighted, then Move to Exit while avoiding Spikes.
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CurrentLocation=(1,-1) : ExitLocation=(5,-5)
Move to (4,-4) while avoiding moving to (3,-3).
When SpikeTraps=retracting, quickly move to Exit with diagonal movement.
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Scream "GERONIMO!" and run to the exit, jumping over the traps.
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CurrentLocation=(1,-1) : ExitLocation=(5,-5)
Move to (4,-4) while avoiding moving to (3,-3).
When SpikeTraps=retracting, quickly move to Exit with diagonal movement.
+1
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Move SE 1
Move S 1
Move SE 1
Move E 1
Move SE 1
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CurrentLocation=(1,-1) : ExitLocation=(5,-5)
Move to (4,-4) while avoiding moving to (3,-3).
When SpikeTraps=retracting, quickly move to Exit with diagonal movement.
+1
Sorry no bonus points for actual code language. Or worded differently...
huh?
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Scream "GERONIMO!" and run to the exit, jumping over the traps.
+1
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Huh what? Was it the fact that I gave two sets of directions for this challenge? I just preferred coding-based directions, so I changed it. Also, you had put a turn for a response that didn't work, so I thought a revised set of directions might get a +1 and get used.
Edit: 'sprays ninja repellent' Scream "GERONIMO!" and run to the exit, jumping over the traps.
+1
-1, partially because skeletons can't scream. Also, I expect the spikes would jab upward pretty high, so you couldn't leap over it. Timing is key.
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Skeleton, work diagonaly across the room until you spot the spikes. Wait for tchem to retract and then run through them to the exit.
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Also, I expect the spikes would jab upward pretty high, so you couldn't leap over it. Timing is key.
Correct.
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Move South until Exit is Sighted, then Move to Exit while avoiding Spikes.
+1
At this point we are learning what works and what doesn't. I +1ed OceanSoul's because I wanted to see if defining points of reference could work. I am still not quite certain if it can...
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Move South until Exit is Sighted, then Move to Exit while avoiding Spikes.
# # # # # # #
# * _ _ _ # #
# * _ _ _ _ #
# * _ # _ _ #
# _ * * _ ^ #
# # _ _ * S #
# # # # # # #
TRIAL 2 COMPLETE
TRIAL 3 BATTLE
A rival necromancer has been instructed to defeat you in a skeleton duel. Outlast theirs to win.
# # # # # # #
# S _ _ _ # #
# _ _ ^ _ _ #
# _ ^ _ ^ _ #
# _ _ ^ _ _ #
# # _ _ _ s #
# # # # # # #
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Move South West one Tile, grab and Throw All undead hostiles West, South west, or South Dependent on Original location.
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S is your skeleton. SW is a #, a wall.
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Dance in place, surely that will fool them!!!
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Move South EAST one Tile, grab and Throw All undead hostiles EAST, South EAST, or South Dependent on Original location.
+1
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Move South EAST one Tile, grab and Throw All hostiles EAST, South EAST, or South Dependent on Original location of hostile.
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Throwing wont work.
The skeletons are evenly matched and that would end in stalemate.
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Try standing one tile south of our start. The opponent's programming simply could have been to approach us diagonally, or the like, which we may be able to turn around on them. Similarly, turning the other skeleton ~45 degrees might offset their path finding enough to make them walk onto spikes.
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Hide behind the nearest two traps then wait until another skeleton gets close enough to jump into.
Then jump into the other skeleton, hold its hands away from yourself, and bite it a lot.
It is okay if we jump onto the spikes with the other skeleton so long as we are on top, because the spikes will kill the other one a moment before ours so we still technically win.
Otherwise, we win through unconventional fighting methods because the other one is going to be following conventional combat methodology because our counterpart is more boring than one of our genius could possibly be.
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Skeleton: Kite other skeleton into a trap.
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Skeleton:
Mirror all moves made by opponent, except those that involve moving onto a "primed to strike" trap.
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Skeleton:
Mirror all moves made by opponent, except those that involve moving onto a "primed to strike" trap.
+1
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Nope.
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Avoid standing on or in front of spike traps, while trying to touch and attack the other's legs as to knock it down. Then, roll it onto a pile trap, or crush it's head in. Whatever's easier.
If this strategy doesn't work, I suggest detaching the left arm and swinging it at the other skeleton/zombie. It should still work when disconnected, right?
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What, we have to anticipate their instructions, or what?
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Skeleton move along wall
If
. enemy sighted
Then
. attack
. goto 1
Else
. goto 0
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What, we have to anticipate their instructions, or what?
You must be the last skeleton standing. (moving onto spikes = out)
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...You didn't answer my question at all.
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Move forward until next to trap.
Attempt to scream "You shall not pass".
Pretend to be a wall.
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Call/name our skeleton Exit, confusing the other Skeleton into using the 'move to exit' programming that he had a test for. Shove the other Skeleton if it tries to get too close.
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Skeleton:
Try to trip the other skeleton near the traps.
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Call/name our skeleton Exit, confusing the other Skeleton into using the 'move to exit' programming that he had a test for. Shove the other Skeleton if it tries to get too close.
A good plan, but there is no exit in this puzzle : (
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Call/name our skeleton Exit, confusing the other Skeleton into using the 'move to exit' programming that he had a test for. Shove the other Skeleton if it tries to get too close.
A good plan, but there is no exit in this puzzle : (
The other Necromancer had to go through the previous challenges too, right? If so, the programming remaining in the skeleton from it should still be in it.
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Ptw
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Wai hello, please do check out my game :3
(need a majority to continue this)
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Skeleton:
Try to trip the other skeleton near the traps.
+1