Don's account of differences from the original.
This commit is contained in:
parent
2858334845
commit
dfe04a58b6
1 changed files with 40 additions and 0 deletions
40
history.txt
40
history.txt
|
@ -66,6 +66,46 @@ contained a rights reservation by Don Woods and that was it.
|
||||||
I wrote to Don asking permission to release 2.5 under 2-clause BSD;
|
I wrote to Don asking permission to release 2.5 under 2-clause BSD;
|
||||||
he replied on 15 May giving both permission and encouragement.
|
he replied on 15 May giving both permission and encouragement.
|
||||||
|
|
||||||
|
Here is what Don said about differences between the original Adventure
|
||||||
|
and 2.5:
|
||||||
|
|
||||||
|
> The bulk of the points come from five new 16-point treasures. (I say "bulk"
|
||||||
|
> because I think at least one of the scores included some padding and I may
|
||||||
|
> have tweaked those.) Each of the new treasures requires solving a puzzle
|
||||||
|
> that's definitely at the tricky end of the scale for Adventure. Much of the
|
||||||
|
> new stuff involves trying new directions and/or finding new uses for stuff
|
||||||
|
> that already existed; e.g. the forest outside is no longer a small number of
|
||||||
|
> locations with partially random movement, but is a full-fledged maze, one
|
||||||
|
> that I hope has a character different from either of the previous two.
|
||||||
|
>
|
||||||
|
> As the text itself says, V2.5 is essentially the same as V2, with a few more
|
||||||
|
> hints. (I think I came up with a better one for the endgame, too.) I don't
|
||||||
|
> seem to have a copy of the similar text from V2, so I don't know whether/how
|
||||||
|
> it described itself to new and seasoned players.
|
||||||
|
>
|
||||||
|
> The other big change, as I mentioned above, was I added a way of docking
|
||||||
|
> points at a certain number of turns. This was my second attempt to do what
|
||||||
|
> the batteries had been for: require being efficient to achieve top score.
|
||||||
|
> Alas, the batteries led to players deliberately turning the lamp off/on
|
||||||
|
> whenever they weren't moving or were in a lit area, making the game take
|
||||||
|
> even longer! I set the requirement at what felt like a hard but fair
|
||||||
|
> number of turns, then applied several sneaky tricks to shave off another
|
||||||
|
> twenty.
|
||||||
|
>
|
||||||
|
> I hacked up a wrapper around the game (still in Fortran, most likely, but
|
||||||
|
> I forget) that would try each initializing the RNG using each second of a
|
||||||
|
> given day, while feeding in a script that either worked or aborted early
|
||||||
|
> if anything went wrong (such as a dwarf blocking my path). As I recall,
|
||||||
|
> it took less than a day's worth of RNG seeds to find one that worked.
|
||||||
|
>
|
||||||
|
> I verified my script could work given a favorable RNG, and stuck
|
||||||
|
> that number in the message.
|
||||||
|
>
|
||||||
|
> I like how that final puzzle, unlike the game itself, does not readily
|
||||||
|
> succumb even given access to the game source. You really need to fit
|
||||||
|
> together not only the goals and the map and use of inventory space, but
|
||||||
|
> also details like just what _can_ you do in the dark...?
|
||||||
|
|
||||||
== Nomenclature ==
|
== Nomenclature ==
|
||||||
|
|
||||||
This project is called "Open Adventure" because it's not at all clear
|
This project is called "Open Adventure" because it's not at all clear
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue