Thread: Scogger(

  1. #1
    Tweaking master Aslaville's Avatar
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    Scogger(

    May be this is a silly question but I do not have an algorithmic background.

    I am trying to understand how this game http://www.psdevwiki.com/ps3/Scogger_HD generates an arrangement of the trunks so that there is always a way to make jump over all of them.The most significant rule is may be that the frog only move in the direction its facing.

    Can someone help me understand how to randomize the location of the sprites while still ensuring there was a not obvious path around each piece.

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    Tweaking master Aslaville's Avatar
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    I have a feeling they may have hard coded a bunch of possible locations for different levels : bearing in mind the game does not seem as complex.

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    Perhaps they generate it backwards? Start at the final position, choose one of the free directions and distances left, then jump there. If the spot defines the next direction, make that spot point towards where you jumped from. If the spot defines how you rotate, decide the spot only when you pick the next jump (or starting direction).

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    Tweaking master Aslaville's Avatar
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    Quote Originally Posted by Nominal Animal View Post
    Perhaps they generate it backwards? Start at the final position, choose one of the free directions and distances left, then jump there. If the spot defines the next direction, make that spot point towards where you jumped from. If the spot defines how you rotate, decide the spot only when you pick the next jump (or starting direction).
    Well, I managed to implement a similar grid using such an approach

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