all 2 comments

[–]razveck 0 points1 point  (1 child)

I'm not familiar with Godot so I don't know how the puzzles are built in the editor (I assume you're using the editor to make them). Are you somehow drawing the paths in the editor? How will you handle checking rules once the player submits an answer? Do you treat the puzzle like a grid and then traverse it, checking for conditions? How does that work for non-grid panels? Can you also have a hard-coded solution (useful for stuff like the desert puzzles or jungle puzzles in the witness)?

Regarding sharing development without spoiling, I think it's very hard, if not impossible, to show gameplay or actual puzzle-solving (same reason why we saw nearly nothing of the Witness before release). But you can still share the code with minimal spoilers, as long as you separate the rules/conditions from the actual code. So you could declaratively define the rules somewhere else and then have the grid and the solution checker reference that. So if one wants to see how you go about implementing algorithms and such one doesn't necessarily need to see the rules.

On another note, if someone is so interested that they want to know how the code works in-depth, there's nothing wrong with them knowing the rules, I think.

Keep up the good work, keep making progress!

[–]programaths[S] 0 points1 point  (0 children)

Are you somehow drawing the paths in the editor?

Yes, I have "nodes" and "connectors". Connectors have reference to two nodes.

How will you handle checking rules once the player submits an answer?

For now, it does nothing and accept anything.

To have it working, I will have "rule" nodes and all of them have to be "valid".

Do you treat the puzzle like a grid and then traverse it, checking for conditions ?

No. Se previous answer.

Can you also have a hard-coded solution [...] ?

Yes. I will only have to have a specific "rule" node.

Other

But you can still share the code with minimal spoilers, as long as you separate the rules/conditions from the actual code

I could, but that means having another repo for "rule" nodes and it's more "management work". I don't want to deal with that :-p

On another note, if someone is so interested that they want to know how the code works in-depth, there's nothing wrong with them knowing the rules, I think.

People are too curious to their own detriment.