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atari2600land

GoSub Level Making Contest

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You've probably heard about the Atari 2600 game I'm working on called GoSub. Well, here's your chance to design mazes for it. The best ones (or the only ones) will be put in the actual game I'm making. And, if people actually like the finished product, it just might be in the store! Here's the rules:

the best 10 mazes will be picked.

All mazes should be in this format:

playfield:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X..............................X
X..............................X
X..............................X
X..............................X
X..............................X
X..............................X
X..............................X
X..............................X
X..............................X
X..............................X
end 

 

Don't worry about the bottom border, for some strange reason, bBasic puts it in as a 12th skinny line.

Also, while you're at it, vote for the mazes you like the best. Post a screenshot of the maze(s) you enjoy so I'll be sure to keep them in the game. That's right, I'm gonna have to remove some to put yours in (that is, if there are any entries to this contest.)

 

Basically, it's like the Combat Redux contest, only using Batari BASIC, and a different game.

 

And, if you haven't heard of it, there's a binary file of what I have now down at the bottom there.

 

Contest ends 1/1/07.

gosub121606a.bas.bin

Edited by atari2600land

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Good idea for a contest - but at this time of the year, you may not get a lot of people with the time to enter it.

 

It might be better to wait until January... :ponder:

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Good idea for a contest - but at this time of the year, you may not get a lot of people with the time to enter it.

 

It might be better to wait until January... :ponder:

How about if I extend the contest to end 1/15/07?

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How about if I extend the contest to end 1/15/07?

That might not be a bad idea, although you also may want to wait and see if the number of entries pick up after Christmas.

 

Michael

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What's the minimal vertical and horizontal spacing for sub clearance? (i.e. how many map characters are required to allow the sub to pass)

 

ò¿ó   smiling_to_games-2.gif

This question came up in another thread:

 

http://www.atariage.com/forums/index.php?showtopic=98023

 

Assuming the size of the sub is still 7 pixels wide and 6 pixels tall, you need two adjacent map characters on each row for the sub to be able to squeeze through (a tight fit). For easier passage, you need three adjacent map characters, or maybe even three-by-two:

 

  rem * tight fit (greatest difficulty)
  playfield:
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  XS....X...........X............X
  XXXX..X..XXXXXXX..X..XXXXXXXX..X
  X.....X.....X.....X.....X......X
  X..XXXXXXX..X..XXXXXXX..X..XXXXX
  X.....X.....X.....X.....X......X
  XXXX..X..XXXXXXX..X..XXXXXXXX..X
  X.....X.....X.....X.....X......X
  X..XXXXXXX..X..XXXXXXX..X..XXXXX
  X..X.....X..X..X.....X..X..X..TX
  X.....X.....X.....X.....X.....XX
end

  rem * not-so-tight fit (medium difficulty)
  playfield:
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  XS....X........................X
  XXX...X...XXXXXXXXXXXXXXXXXX...X
  X.....X..........X.............X
  X...XXXXXXXXXX...X...XXXXXXXXXXX
  X.....X..........X...X.........X
  XXX...X...XXXXXXXX...X...XXX...X
  X.....X..........X...X...X.....X
  X...XXXXXXXXXX...X...X...X...XXX
  X...X........X...X...X...X....TX
  X.......XX.......X.......XXXXXXX
end

  rem * even-ess-tight fit (easy difficulty)
  playfield:
  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  XS..........X.......X.......X..X
  X...........X.......X.......X..X
  XXXXXXXXX...X...X...X...X.....TX
  X...........X...X...X...X......X
  X...........X...X...X...XXXXXXXX
  X...XXXXXXXXX...X...X..........X
  X...X.......X...X...X..........X
  X...X.......X...X...XXXXXXXX...X
  X.......X.......X..............X
  X.......X.......X..............X
end

Michael

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Nice mazes, Mike! Yeah, the sub still is the same size as it was before. I'm not changing it between now and the finish because I like it the way it is now. That and there are a whole bunch of mazes I like finished.

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So is this map feasible?...

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X...X.....X.....X.....X........X
X...X.....X.....X.....X....X...X
X......X.....X.....X.......X...X
X......X.....X.....X.......X...X
XT..XXXXXXXXXXXXXXXXXXXXXXXX..SX
X...X...........X..........X...X
X...X.....X.....X.....X....X...X
X...X.....X.....X.....X....X...X
X...X.....X.....X.....X........X
X.........X...........X........X

 

If so, whew. If not, what's would need to be changed?

 

ò¿ó   smiling_to_games-2.gif

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So is this map feasible?...

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X...X.....X.....X.....X........X
X...X.....X.....X.....X....X...X
X......X.....X.....X.......X...X
X......X.....X.....X.......X...X
XT..XXXXXXXXXXXXXXXXXXXXXXXX..SX
X...X...........X..........X...X
X...X.....X.....X.....X....X...X
X...X.....X.....X.....X....X...X
X...X.....X.....X.....X........X
X.........X...........X........X

 

If so, whew. If not, what's would need to be changed?

 

ò¿ó   smiling_to_games-2.gif

I like it! You managed to put both an easy and a hard route into one maze. I like the "multiple choice" mazes (as I've designed some in the original.) And yes, it is feasible. I'll put it in the game soon.

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...both an easy and a hard route into one maze...

That was my goal. I noticed in the demo bin, there seemed to be several single-path maps. It's nice to have a choice. And by the way; the game is a lot of fun.

 

ò¿ó   smiling_to_koffi.gif

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Here's another map, but for some reason, it looks "strangely" familiar...

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X...............X..............X
X....XX.........X........XX....X
X.....XX................XX.....X
X...............X..............X
X......XX.......X......XX......X
X.....X..X......X.....X..X.....X
XS....X..X.....X......X..X....TX
X.....X..X....X.......X..X.....X
X......XX.....X...X....XX......X
X..............XXX.............X

 

ò¿ó   smiling_to_atariage.gif

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One more...

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X.......X........XX......XX....X
X......X.............XX......XXX
X..XX.....XXXX.................X
X..X.....X....XX..XX...XXX.....X
X.....XX.............XX...XX...X
X..X.......XX.....X.....XX.X...X
X...XX....XXXXX...X........X...X
X.....X..X.....XXX...X....X...XX
X......XX.......X...X.X......X.X
X..XX......XX..SXT.X...X....X..X

 

ò¿ó   smiling_to_games-2.gif

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I put the first one in, but I had to modify it a little. Check the blog. I like the ò¿ó one, but I doubt people would get the reference. (I don't. What does it mean?)

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The face doesn't mean anything. It's just been part of my sig forever.

 

The next map should work out with a few changes It's very difficult to develop a map with enough space for the sub to slip through while keeping the map challenging. I can see why you've asked for maps. It's easy to run out of ideas.

 

ò¿ó   smiling_to_games-2.gif

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I downloaded the new bin. By shortening the lower columns on the first map, it seems to take all of the possibility of choice out of the map. To be honest, I restarted it twice before I realized that was the map I made. I knew that the 1 vertical space map size would be challenging, but that's why the top is so easy. Since each map doesn't start right away, it gives the player time to formulate a plan. And like I said, I never even considered the top route until I looked at it and realized it was my map.

 

ò¿ó   icon_wink.gif

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It just seems that the player really does have to make a true choice with the tall columns; the more intricate, easier upper path or the less intricate but challenging lower path. Some of the latter levels will naturally have to be increasingly difficult. Never impossible, but difficult.

 

By the way; was there a new bin?

 

ò¿ó   smiling_to_games-2.gif

Edited by Jeffy Arensmeyer

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Ooo. You're right. I just tried the new bin and the lower path is easier. What if you make the top like your version of the map and keep the bottom like my version of the map. That should even out them out. The way it is now, the top is much more difficult all around. The way you had the top of the map is easier.

 

That's the balance I was trying to achieve; a top that's less difficult but requires more movement versus a bottom that's more difficult but requires less movement. I'm not sure why, but this game is really fun.

 

ò¿ó

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So like this?

1185 playfield:
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 X...X........X........X........X
 X...X........X........X....X...X
 X.......X.........X........X...X
 X.......X.........X........X...X
 X...XXXXXXXXXXXXXXXXXXXXXXXX...X
 X...X...........X..........X...X
 X...X.....X.....X.....X....X...X
 X...X.....X.....X.....X....X...X
 X...X.....X.....X.....X........X
 X.........X...........X........X
end

gosub122106b.bas.bin

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Here's another map, but for some reason, it looks "strangely" familiar...

 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X...............X..............X
X....XX.........X........XX....X
X.....XX................XX.....X
X...............X..............X
X......XX.......X......XX......X
X.....X..X......X.....X..X.....X
XS....X..X.....X......X..X....TX
X.....X..X....X.......X..X.....X
X......XX.....X...X....XX......X
X..............XXX.............X

 

ò¿ó   smiling_to_atariage.gif

Hi

i do not think,that this maze is possible.Right?Or am i wrong?

greetings Walter

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So like this?

That's it! Thanx so much for your patience with that one. At least both paths seem equally difficult now, so maybe that's the best way to do it. The player still has a choice of skill level they can choose.

 

i do not think,that this maze is possible.Right?Or am i wrong?

It's definitley hard to determine what's "right" and "wrong" when laying out a map. It's seems that the absolute smallest horizontal space the sub can traverse is 2 characters and the absolute smallest vertical space the sub can traverse is 1 character. If that is the case, the "ò¿ó" map should provide plenty of horizontal space with just 3 minimal 1-character-vertical-space areas to navigate.

 

ò¿ó   smiling_to_atariage.gif

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Hi Zach

nice little tool.It would be great,if it could convert the mazes directly in a bin file,which could be played on my Z26.

But anyway;great work. :)

greetings gambler172

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