King Hyrule
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Post by King Hyrule on Apr 9, 2020 18:59:05 GMT -5
Here you'll find the spreadsheet to create your beast, this spreadsheet has 2 sheets on it, a ‘Creation’ sheet and a ‘Beast’ sheet, typing anything into any cell on the ‘Creation’ sheet will fill in that same cell on the ‘Beast’ sheet Your ‘Beasts’ should look a little bit like a Maze with the starting point being the Green Square and the ending point being the Red Square You may discuss how you want to make your beasts or just go straight in and start designing, just remember that however it looks in 24 hours is how it'll end Make sure you sign out of google or use incognito mode before clicking on the spreadsheet Click here to make your beast
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Revali
Hyrule Castle
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Post by Revali on May 6, 2020 19:32:31 GMT -5
I presume out beast has to be solvable and we can't have any weird rules about how to solve it?
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Epona
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Post by Epona on May 6, 2020 19:37:33 GMT -5
What we have to do here is make the solution pass through the maximum number of cells! This is more likely to come down to speed of image editing by the solvers.
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Impa
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Post by Impa on May 6, 2020 19:38:16 GMT -5
It has to be solvable, yes.
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Revali
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Post by Revali on May 6, 2020 19:46:51 GMT -5
What we have to do here is make the solution pass through the maximum number of cells! This is more likely to come down to speed of image editing by the solvers. To a certain extent yes. We can still make it relatively hard to solve with a lot of monotony but making sure it's a long path will be helful, preferably a long and windy one. Still it will come down to minutes.
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Royal White Horse
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Post by Royal White Horse on May 6, 2020 20:26:11 GMT -5
My usual strat for solving mazes is to go from both the start and the end, meeting the lines somewhere in the middle. I think that's a pretty typical strategy, so if make a maze that's really difficult to see where the middle meets together, that might help us trip people up.
I also agree that making them go through the most amount of blocks possible to increase the time spent drawing the line will also help.
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Revali
Hyrule Castle
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Post by Revali on May 6, 2020 20:31:58 GMT -5
Also as many turns as possible, the more straight lines the faster you can draw.
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Revali
Hyrule Castle
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Post by Revali on May 6, 2020 20:37:18 GMT -5
My usual strat for solving mazes is to go from both the start and the end, meeting the lines somewhere in the middle. I think that's a pretty typical strategy, so if make a maze that's really difficult to see where the middle meets together, that might help us trip people up. I also agree that making them go through the most amount of blocks possible to increase the time spent drawing the line will also help. Also this, it's really hard to make a maze that's hard to do from both ends, but if we can do something like that, it's genius. I'd reccomend a "bifrucation" maze. We have 2 paths at the start and end that split, then split again, etc... and each except for one comes to a dead end after the 3rd or 4th split. If we can couple that with windy roads we can both make it hard to solve (especially if it looks monotonous) from each end make it a pain to actually get that. Make sense or do y'all think there might be a better way.
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Revali
Hyrule Castle
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Post by Revali on May 6, 2020 21:34:44 GMT -5
Did some early mock ups of what I think it should look like in grey (so if we change anything we can still see what we actually filled in. Borders are where we work from the end, though they are malleable, we want this to be hard to do after all
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Revali
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Post by Revali on May 6, 2020 23:12:19 GMT -5
interesting idea, with our paths that split, what if we have some lead into each other, so that people might accidentally go all the way back to the beginning of the maze with their moves, of course this would mean that any starting way could lead to the the actual path to the end but I think it's more likely people go down the wrong path for WAYYY too long.
thoughts?
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Epona
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Post by Epona on May 6, 2020 23:16:01 GMT -5
interesting idea, with our paths that split, what if we have some lead into each other, so that people might accidentally go all the way back to the beginning of the maze with their moves, of course this would mean that any starting way could lead to the the actual path to the end but I think it's more likely people go down the wrong path for WAYYY too long. thoughts? I like this
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Royal White Horse
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Post by Royal White Horse on May 7, 2020 0:03:09 GMT -5
I'm loving how things are looking so far. I think having a bunch of circles should work really well.
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Revali
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Post by Revali on May 7, 2020 0:24:56 GMT -5
Green stuff is the correct path. Making it one that starts going down is optimal since people are very primed to just move to the right whenever they go places, also it's a long route.
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Revali
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Post by Revali on May 7, 2020 0:26:59 GMT -5
We should work on the rest from the exit.
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Royal White Horse
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Post by Royal White Horse on May 7, 2020 1:14:37 GMT -5
I'm gonna head to bed, I think if we make the correct path go across half of the top wall/right wall, making them have to solve it by going everywhere, that would be perfect.
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