Konigsberg by kblaney
I worked off of the Graph Theory definition of "connected" for this one. That is, a graph is connected provided that between any two vertices there is a path of edges that starts at one and ends at the other. The arguably most famous Graph Theory problem is the "7 Bridges of Konigsberg" which is the name sake of this game. The idea of the problem is to find a way to cross each of 7 bridges without crossing the same bridge twice.
This game is a first person puzzle/maze. Your goal is to visit each house and then pass through each door without passing through the same door twice. Controls are the standard FPS controls: WASD moves, mouse looks. Due to a time crunch, quitting can be accomplished through the console (usual Unreal commands) or with Alt+F4.
If you fail a puzzle, you can reset it by leaving the house and reentering. Solving all of the houses will unlock the final puzzle. Good luck finding and solving the final puzzle.
This has been made with UDK with special thanks to UDKResources.com for some textures and Professor Lamp (jrtheories.webs.com) for the music. As a result, the source provided in the rar is a map file, some UScript classes and some packages. The packages are a wreck right now, so I'll probably do some cleaning to get the download size down a bit.
I wanted to add closing doors and have the bridges between the floating islands to raise up when you finished house puzzles, but unfortunately I really ran low on time and couldn't fit it in. Beyond that I wanted to do more with the puzzle design but ran into some technical issues with BSPs. Basically plenty of stuff on the "to-do" list to make this a proper game, but only if people find the existing puzzles to be somewhat entertaining.
Thanks for playing. If you rate, please leave a note about your game so I can rate you back. Also, please let me know if you finish the final puzzle as it is something of a secret.
Also, as a PSA: Google Chrome is reporting some games as malicious or possibly malicious. It appears to be reporting this because all of these new programs are not downloaded often and haven't been checked by any Google bots, as a result, this warning might go away by itself after a bit. If this is happening to you go to your settings and then show advanced settings so you can untick "enable phishing and malware protection".
This game is a first person puzzle/maze. Your goal is to visit each house and then pass through each door without passing through the same door twice. Controls are the standard FPS controls: WASD moves, mouse looks. Due to a time crunch, quitting can be accomplished through the console (usual Unreal commands) or with Alt+F4.
If you fail a puzzle, you can reset it by leaving the house and reentering. Solving all of the houses will unlock the final puzzle. Good luck finding and solving the final puzzle.
This has been made with UDK with special thanks to UDKResources.com for some textures and Professor Lamp (jrtheories.webs.com) for the music. As a result, the source provided in the rar is a map file, some UScript classes and some packages. The packages are a wreck right now, so I'll probably do some cleaning to get the download size down a bit.
I wanted to add closing doors and have the bridges between the floating islands to raise up when you finished house puzzles, but unfortunately I really ran low on time and couldn't fit it in. Beyond that I wanted to do more with the puzzle design but ran into some technical issues with BSPs. Basically plenty of stuff on the "to-do" list to make this a proper game, but only if people find the existing puzzles to be somewhat entertaining.
Thanks for playing. If you rate, please leave a note about your game so I can rate you back. Also, please let me know if you finish the final puzzle as it is something of a secret.
Also, as a PSA: Google Chrome is reporting some games as malicious or possibly malicious. It appears to be reporting this because all of these new programs are not downloaded often and haven't been checked by any Google bots, as a result, this warning might go away by itself after a bit. If this is happening to you go to your settings and then show advanced settings so you can untick "enable phishing and malware protection".
Ratings
| Coolness | 52% | 3 |
| Overall | 3.12 | 646 |
| Audio | 3.05 | 353 |
| Fun | 2.65 | 892 |
| Graphics | 3.52 | 293 |
| Humor | 2.40 | 505 |
| Innovation | 3.50 | 297 |
| Mood | 3.33 | 272 |
| Theme | 3.17 | 623 |
But very nice presentation.
Skybox was flickering.
That little melody at the beginning was quite nice and relaxing as well.
I have yet to finish this... and have had some issues resetting some houses (I assumed leaving and entering them worked?), but this was a fun little game.
I have some issues with the excecution though. The distances to walk are too long, and it is hard to tell which houses you have been to already. A little green light above solved ones or any indicator like that wouldve been very useful.
I also could not solve the big house, as it would reset whenever i went through any door in it.
Talecrafter, noted about the walking and skybox. The original plan was to make them floating islands with a bit more visual interest in between, but there just wasn't the time. (I don't know why I thought there would be.)
Shasharala, I'm glad you liked the puzzles. Yes, exiting and then reentering resets the puzzle to a solvable state. It will also reset the puzzle if you go through the same door twice, which is something of a kludge on my part to save time with Kismet (UDK's visual scripting language).
Lars Faust, thanks for the feedback. The original plan would have included closing doors and the sky bridges connecting the houses rising up from nothing upon completing the puzzles. Completely ran out of time for that. Although your idea got me thinking that maybe a "score board" like object somewhere to indicate what has and hasn't been solved is a good idea also. Definitely something to consider for a further refinement of the idea.
TBamberg, I'm glad you've heard of the problem. :)
leDragoon, yeah, thank UDK for that. Unfortunately it packages a bunch of overhead to run Unreal. (The UDK part was a challenge to me because I failed a previous jam with t and wanted revenge.)
Nonetheless. I was hoping to get a bit more feedback into the game for making progress toward finishing a puzzle (audio and visual) instead of outright saying "this is how you solve it". That bit is inspired partially by something Jon Blow said about The Witness which is that he thinks his lack of direct explanation feeds into the exploration aspect of the game. None-the-less (see what I did there? Ha!) I appreciate the feedback. People seem to be able to figure out and actually enjoy like these kinds of puzzles so I think this is worth fleshing out a bit and testing a bit more.
I'd also like to take this opportunity to thank everyone who has given me feedback on this, including the people who have done so anonymously with just a rating (can't wait to get those results). You all went a pretty long distance out of your way considering the *huge* download on this thing.
Loved the music and whole presentation of the game. The only thing: I can't reset 5th house and can't figure out how to complete one room inside the house with 3 doors. You use one of the doors to enter the room and have 2 more to other rooms. Maybe I'm wrong thinking that the last door must be the exit, then you can use this room as last room :)
CoolIron, I just went back and looked at the map to see what you were talking about because there shouldn't be a room in that house with only 3 doors. Apparently one of my subtractive BSPs got out of order in the final version and, thus, didn't actually create the door like it should have... the puzzle is impossible and I'm embarrassed. :(
I was thinking that puzzles of this variety could include houses with 2 exterior doors to take the form like you describe. I didn't include anything like that, but it would be included in a fleshed out version (which I'm thinking might start happening in January). Other fun ideas I had would be using portals to make impossible architecture (thus forcing people to make graphs instead of maps), "one way" doors such as rooms with broken stairs (creating directed graphs), and also extending the idea of the puzzles to not just the houses but also the towns. In this version you were supposed to be able to get a notice if you managed to cross each bridge connecting the houses but only after you completed each of the houses. Since House 5 is impossible, that final puzzle is impossible to activate.