• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    41
  • comments
    35
  • views
    33695

Hexadecagon Maze

Sign in to follow this  
Followers 0
puz

765 views

Yesterday I had an idea for a new maze. So I decided to code it. And share my experience in a Journal.

Day 1



At first, I wasn't sure what kind of maze it is going to be. I just had a vague concept that the cells will consist of a mixture of hexagons, squares, and triangles. So I took out a pen and a notebook and did a sketch (1).
sketches_02.jpg
After looking at (1), it seemed implementable, but too ordinary, so I did another sketch (2). This also looked implementable, but rather too simple, so I did a third sketch (3). This looked sufficiently complex, but didn't seem implementable. Specifically, the outer-most triangles encircling the left ring didn't seem repeatable in the right ring. Doable or not, this was becoming too complicated to continue by hand. So I started up a CAD program and started drawing (3). After making several adjustments to (3), I came up with (4).
cad03.png
This looks implementable. But I didn't like the fact that (4) contains right triangles in some of its cells. So I went back to design # (2) and drew it as (5) in CAD. After taking a good look at (5), it seemed to me that (5) is more aesthetically pleasing than (4) and less work to implement. So I decided to proceed with design # (2). As the next step, I found "the basic unit of repetition" (macro tile) and assigned ID numbers from 0 to 19 to every cell. This is shown in CAD drawing (6).
hdmcap02.png
The next step was to print out (6) on paper and write down the vertex coordinates I obtained from the CAD program. Then I started up Visual Studio and wrote a quick and dirty program that plots on the screen the content of an array of line segments stored as a pair of coordinates (x1,y1)-(x2,y2). This was useful for visually checking for entry errors. Diagram (7) is a screen capture of a couple of tiles drawn by the C++ program. The lines show where the walls of the maze are going to be placed. So far so good.

But I need a name. The rings look like 16-sided polygons. Looked up Internet. They call it Hexadecagon. Try "Hexadecagon Maze" Not taken. Good. It's mine tongue.png Next task: Construct the maze.

5
Sign in to follow this  
Followers 0


3 Comments


Dear Navyman and jbadams:

 

Thank you for expressing interest in my project. Today, I started to get into the actual construction of maze. I tried to make it clear as possible. I hope it helps.

 

Maze and Puzzles by One Gram Software

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now