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Robert The Rebuilder's AP Shell

PostPosted: Sun Mar 30, 2008 6:48 am
by D'eux
I wanted to post this thought before I forget to...

Can I just say that I was wholly delighted to explore Robert The Rebuilder's Shell in Ahra Pahts. It captured the real spirit of Age exploration with it's security access system and colour-based puzzles and I just thought the whole concept was very well executed. Very nice work Robert.

And to anyone else who has publically shared their Shells (finished or not) - I will get around to visiting them when I get some more spare time! :P

-: D'eux :-

Re: Robert The Rebuilder's AP Shell

PostPosted: Sun Mar 30, 2008 9:45 pm
by Grogyan
When you visit mine, remember that you aren't walking on air, but non glossy glass

I have yet to try Roberts Shell again

Re: Robert The Rebuilder's AP Shell

PostPosted: Mon Mar 31, 2008 9:10 am
by Robert The Rebuilder
Thanks D'eux! Glad you enjoyed the visit. And how many copies of your Ahra Pahts logo did you count? :)

I keep meaning to re-visit your shell, Grogyan, now that I know how to negotiate the glass maze. Life has been pretty URU-free for me this past week, unfortunately.

Re: Robert The Rebuilder's AP Shell

PostPosted: Mon Mar 31, 2008 1:27 pm
by Jojon
Grogyan wrote:When you visit mine, remember that you aren't walking on air, but non glossy glass


*long "aaaaaahhhhhh" of sudden understanding* :)

Still wish I could tap my foot on surrounding "tiles" to test them before stepping out, though. :)

Re: Robert The Rebuilder's AP Shell

PostPosted: Mon Mar 31, 2008 10:09 pm
by Grogyan
Hey I tried your Shell out again Robert, and I learned something new, which isn't too surprising as I didn't see a direct solution in your python code.

I have yet to solve the great puzzle


Its still a great show of hard work.

How on earth could you come up with something like this?

Re: Robert The Rebuilder's AP Shell

PostPosted: Tue Apr 01, 2008 8:29 am
by Robert The Rebuilder
Thanks, Grogyan!

The idea was in my head for a year before I felt comfortable enough to start sketching it. I knew I wanted to do a moving 3-D maze, but figuring out the logistics for supporting this idea was the toughest part. Once I had the rough rooms sketched out, I started modelling it in November 2007. I began with very rough geometry just to make sure it was solvable and that it didn't have any other solutions. Then I started the final artwork over the December holiday break. I turned over a candidate version to the Maintainers in early February, then incorporated their suggestions (for improving gameplay as well as fixes for visual errors) and made it final by early March.