![]() ![]() ![]() Not to be confused with the former prison in Stroke Country. See also Maze Game, Big Labyrinthine Building, Magical Mystery Doors, Unnaturally Looping Location, The Lost Woods and Hedge Maze. A Dungeon Crawler is a game that consists of only mazes filled with monsters (with occasionally a town area at the beginning). Some of the monsters may be mobile, others stay put and wait for you to find them. Many mazes are livened up with monsters, traps, and/or treasure. If the maze is not homogeneous, then it's very likely that the correct path to take is the one that is the hardest/takes the most effort to get to. If you're lucky enough, however, you weren't ever intended to navigate the maze blindly in the first place you're supposed to meet up with an NPC guide and/or acquire directions at some plot point before going in. A tricky maze usually incorporates some kind of puzzle which renders the maze deterministic, allowing the player to deduce the path through it (for example, if a wrong path sends you straight back to the entrance, you can quickly chart out the "correct" path to take by trial and error). But when the rooms are also homogeneous, the player will need ways to identify specific rooms one standard way, at least in text adventures, is to drop a different item in each room (hoping you won't need those items later, of course). ![]() note This is thanks to simple geometry, because a static maze can pretty much be imagined as a straight tube from entrance to exit, just crumpled up, in terms of geometry. In a static maze, you can always find the exit by keeping a fixed hand on a wall at all times when you walk forward from the entrance. The standard way of solving a maze - a symmetric maze, at least - is to draw a map. Invisible: The maze exists within a single, seemingly empty room with the walls being invisible, requiring you to explore and try to memorize where the walls and passages are.Tricky: The only way to reach the desired exit is to follow a specific sequence of directions taking the wrong path will send you to a random room or straight back to the entrance.It may be possible to simply blunder into the exit by doing this. Nondeterministic: The passages are essentially portals that teleport you between rooms at random.Homogeneous: Every room in the maze looks identical to every other room, making it difficult to tell which room you are currently in.Traditionally, this characteristic is indicated by describing the maze as "twisty". Asymmetric: Rooms that are geographically adjacent do not necessarily connect moving east from Room 1 goes to Room 2, but turning around and going west from Room 2 goes to Room 3 instead.Mazes often show several of the following traits: A simple maze consists of nothing more than a series of rooms through which navigation is not straightforward: a simulation of a paper maze or actual labyrinth. Technically, mazes in video games are usually labyrinths. The Maze is that which makes it difficult to get from point A to point B. ![]()
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