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Hunt the Wumpus v0.18


TROGDOR

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htw18nh3.png

Are you up to the challenge of level 4?

 

cc2_cd_zip.zip

Features:

htw18.asm 09/27/06

- Added level display and selection on the title screen.

- Implemented 4 difficulty levels. The level defines the ratio of rooms to tunnels:

Level 1: 40 rooms, 24 tunnels

Level 2: 32 rooms, 32 tunnels

Level 3: 24 rooms, 40 tunnels

Level 4: 20 rooms, 44 tunnels

 

To Do:

- Expand Wumpus clues so they appear in all rooms that are within 1 or 2 rooms of the Wumpus.

- Add cut scenes for Wumpus death, Pit death, arrow shooting, and victory.

- Add title screen and music. (started)

- Add in-game sound effects.

- Add difficulty levels and level selection.

 

Known Issues:

- I've verified a bug when moving at the top of the screen. This is possibly the bug that Supercat was talking about. If you get close to the top of the screen, you will explore the room on the screen above, without moving into it. This can cause unexpected death, if the room above is a pit or Wumpus. The fix isn't simple. I'll probably have to revamp the room transition code to resolve this.

- Firing the arrow at the Wumpus is still quirky.

- There is still one scanline of unwanted black lines at the top of the screen that I haven't cleared out yet, but the rest of the lines are gone.

- Most of the scanline bounce has been cleaned up. There are still a couple frames in the death scene that are not 262 scanlines.

- There are artifacts in the teeth of the death scene that need to be cleaned up.

 

Development Notes:

Level 4 is tough. My best score out of about 20 games was 4780, which amounted to 3 Wumpus kills. All the previous versions were the equivalent of level 2, with about 32 rooms and 32 tunnel tiles.

 

Over the next few revisions I will be adding more difficulty features. There will be at least 16 difficulty levels in the final game.

6 Comments


Recommended Comments

At skill level 4, I just killed the Wumpus twice (some significant luck required both times, because I couldn't be certain of his location) and then found myself unable to win or lose the next level: I started in a room with two short loops to itself and nowhere else to go.

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I also encounted the two loop dead end while playtesting. I'll add a check for it in the next revision.

 

The luck factor will be reduced when I add the rope and guided arrow features.

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I also encounted the two loop dead end while playtesting. I'll add a check for it in the next revision.

 

Suggested algorithm: Start by creating maze and placing nasties. Then mark the Wumpus square as "Near Wumpus" and iteratively mark as "Near Wumpus" everything that's near a "Near Wumpus" square. If any squares don't get marked, tweak the level, reset the "Near Wumpus" marks, and try again.

 

Next, clear all the marks and put "Near Pit" marks in all the spots adjacent to the Wumpus, then put "Near Wumpus" marks in all the spots adjacent to "Near Pit" marks. Finally, clear the "Near Pit" marks and put them in all the spots near pits.

 

Not sure exactly how the distance-two Wumpus smelling will work in practice. In sparser mazes, things are hard even with distance-one smelling.

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I have another algorithm suggestion. You could use the 20 vertices and 30 edges of a dodecahedron for the

maze, or the faces of a icosahedron (d20). See the Wikipedia Hunt the Wumpus

entry.

 

You should also add the bat.

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