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 Post subject: SoKoTres
PostPosted: Sun Jan 21, 2018 5:35 am 
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T-Rex Killer
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So, as you may be aware of, Drac's recently released crate-themed level inspired me to implement SoKoBan inside the Trespasser engine. You can find it in the Levels section of the downloads at TresCom, aptly named "SoKoTres" (although I'm considering the possibility of renaming it to "SoKoAnne" to sound closer to the original "SoKoBan").

The version I've currently uploaded is 007 (with 000 being my first implementation). Although after already uploading it, I realized I forgot to place special floor tiles to mark the places where the crates should be moved to (it's at the end of the room that is to the right from your starting position, FYI). I intend to correct that for the next release.

The plan is to eventually implement all of the levels from the original SoKoBan (which were 20). Or maybe the ones from SoKoBan 2 (which were increased to 50).

So, go download it, have fun, and keep an eye on this topic for any further updates!

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 Post subject: Re: SoKoTres
PostPosted: Sun Jan 21, 2018 2:53 pm 
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I did it! Nice lev.. I'm still unsure how Tres physics function so well with this kind of thing. I'd expect them to bump all over the place and get stuck. And, am desirous of a map with a bit more trickiness to it.

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 Post subject: Re: SoKoTres
PostPosted: Sun Jan 21, 2018 7:12 pm 
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Just completed it now. I did find that the box physics got a bit sticky in places, though, but otherwise it worked fine. The hardest part of it is really trying to figure out which way to push the boxes since you don't have an overview of the level...maybe having an overhead map of the level on a wall would remedy this (or, even better, a proper working map like we used to have in ATX using the CE scripting).

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 Post subject: Re: SoKoTres
PostPosted: Sun Jan 21, 2018 7:19 pm 
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I vote against the map. Element of searching the maze for box paths in 1st person.

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 Post subject: Re: SoKoTres
PostPosted: Sun Jan 21, 2018 7:34 pm 
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Draconisaurus wrote:
I vote against the map. Element of searching the maze for box paths in 1st person.

I think it depends on what machf is going for with this level - a recreation of the original game, or a new game based on the original. In the original, you had a top-down view, so there was no element of searching, and therefore in that case I would say to go with the map to keep the gameplay closer to the original. You still would, after all, have to figure out how to solve the puzzle itself.

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 12:26 am 
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No map. Being in first person and unable to see the whole layout adds challenge to the gameplay. Apparently I forgot to mention it earlier, though I intented to...

It also compensates for the fact that you are able to "cheat" pulling (not just pushing) the crates, or pushing them only halfway through...

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 1:36 am 
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Do subsequent levels of the original game add any additional gameplay elements?

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 5:32 am 
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Just different mazes, more crates...

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 12:43 pm 
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It would be nice to include a readme of what you are suppose to do, as I have no clue unless I would look up the original thing.

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 4:18 pm 
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That will come in a later version...

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 4:22 pm 
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Tatu - the big empty room on the right, when you start, is supposed to be filled with all the crates in the level, shoved back as far as they'll go.

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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 4:40 pm 
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Well, I figured that much. Or rather, I figured the boxes are suppose to go somewhere. Still, some simple dump readme or at least some info on the download description would be nice :P

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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 Post subject: Re: SoKoTres
PostPosted: Mon Jan 22, 2018 7:16 pm 
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I *did* mention it in the description on the download section...

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 Post subject: Re: SoKoTres
PostPosted: Thu Jan 25, 2018 6:54 pm 
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OK, so I finished designing a trigger setup that will allow me to implement the later SoKoBan levels which have non-rectangular placing arrangements for the crates. Unfortunately, it requires 6 trigger for each placement spot, plus one trigger to check them all. Now I have to remove the messages I was using to check if the triggers were working fine, and I'll upload another public version.

Keep in mind that these releases are still betas... or maybe even alphas.

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Tres WIP: updated T-Script Reference and File Formats documents
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 Post subject: Re: SoKoTres
PostPosted: Thu Jan 25, 2018 7:35 pm 
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