Design constraints:

  • The solution path is from the outside opening to the large courtyard in the middle (or the reverse depending on how you look at it)
  • no walls meet at a checkerboard / catty corner angle. All corners are solid L-shapes
  • no 4x4 empty spaces outside of the entrance and nine courtyards
  • no loops where you can return to a point without retracing your original path
  • all small courtyards have an entrance and exit and are part of the solve path to the center
  • all large courtyards (I’m going to put side goals / easter eggs in them) have only one entrance and are reachable as a branch of the solution path after the small courtyard that they are clockwise from.

If you’re curious, the center is a witch / wizard tower covered and filled with plants with a ground floor that’s an open arboretum kinda thing with stairs leading upward and a 2-level loft kinda thing up top with the bed / bath etc. When I used to play the sims the occupant would be a completely leveled up witch / wizard. Even if they don’t officially add a magic mechanic in Inzoi I’m sure there will be a community mod at some point…

Blueprint / Solution:

spoiler

EDIT: Removed / rearranged accidental Swastika just to the right of the lower-left large courtyard. original below.

spoiler

    • Apytele@sh.itjust.worksOP
      link
      fedilink
      English
      arrow-up
      7
      arrow-down
      1
      ·
      3 days ago

      😂😆🤣

      OMG it’s wild that you would say that because I’m actually reading (listening to really) Snow Crash by Neil Stephenson as I’m making this! If you’ve never read it a pretty big plot point is a Brown Note image that looks like noise but that will scramble people’s brains if they have enough of an affinity for computer languages.

        • Apytele@sh.itjust.worksOP
          link
          fedilink
          English
          arrow-up
          1
          ·
          edit-2
          2 days ago

          I feel like it was in the first 3rd or so? To me that counts more as setup than anything else. The rest of it has been more of the implications, how it works, and what to do about it, which I would consider more to be spoilers.

      • Godort@lemm.ee
        link
        fedilink
        English
        arrow-up
        4
        ·
        3 days ago

        There was a short story I read a while back that also featured that plot point, but I don’t remember what it was called.

        Only that I found it after reading into inspirations for The Laundry Files by Charles Stross.

  • jet@hackertalks.com
    link
    fedilink
    English
    arrow-up
    10
    ·
    3 days ago

    no loops where you can return to a point without retracing your original path

    The downside of not having little floating islands in a maze is you can solve them by always going right (or left).

    • Apytele@sh.itjust.worksOP
      link
      fedilink
      English
      arrow-up
      4
      ·
      edit-2
      3 days ago

      I wonder if the fatigue mechanics would make that a less desirable strategy, but in either case idk if I want it to be that hard. In particular I’m trying to make part of figuring it out sort of realizing what those rules / constraints are, but in a way that just gets you to the solution faster rather than eliminating a total brute force solution which would require less thinking but would definitely take longer.

      • jet@hackertalks.com
        link
        fedilink
        English
        arrow-up
        5
        ·
        3 days ago

        Depends on the context of the game. If you have clues, maps, items, mechanics that would assist an adventurer then having a maze with islands would be rewarding for the invested player.

        I.e. leaving footsteps in the sand, or being able to paint walls, or leave breadcrumbs, or finding a old incomplete map

        • Apytele@sh.itjust.worksOP
          link
          fedilink
          English
          arrow-up
          5
          arrow-down
          1
          ·
          edit-2
          3 days ago

          yeah idk if they’ll ever include that much detail in the game, and if I try to do all that I’ll be working on this for weeks and my partner is already pissed about having done both the laundry AND dishes this weekend… but I definitely appreciate the ideas! Maybe something to try after a few more generations of lifesim games!

          • jet@hackertalks.com
            link
            fedilink
            English
            arrow-up
            5
            ·
            3 days ago

            Haha. This isn’t evil… if you want evil ideas let’s talk about moving walls when the player isn’t looking

            I’ve been playing the blue prince recently, it’s put me into a mood :)