Hey all! Long time no see.
I wanted to get this side project presentable over winter break, but I have been continuously struggling with the graphics, so here it is now: a player for Zach Barth's nonogram-like "Advanced Dungeons & Diagrams".
In this game, you are trying to determine where all the walls in the dungeon are! You do so observing only four simple rules:
1. Every row and column of the grid must contain exactly the labeled number of walls.
2. A cell must contain a monster if and only if it is a dead end, i.e. exactly one neighboring cell is open.
3. A treasure chest must be contained in a three-by-three area of open space with only one entrance or exit.
4. No two-by-two area of open space may exist outside of a treasure room.
This program is built around the use of plug-and-play level packs. The repository contains a (admittedly, as-yet-undocumented) script to produce .8xv level pack files. The game can handle loading up to 8 level packs at a time and switching between them, as well as having this nice level select screen within each pack based on the computerization of "AD&D" included in Last Call BBS
There are also nice animations whenever you finish a level to congratulate you and tell you it's time to stop solving :D
Currently, I am working on adding more sprites for different enemy types and designing a level pack of my own to distribute with the game. (The examples are all using Barth's original pack).
Here is a link to the source for anybody interested in taking a look.
I wanted to get this side project presentable over winter break, but I have been continuously struggling with the graphics, so here it is now: a player for Zach Barth's nonogram-like "Advanced Dungeons & Diagrams".

In this game, you are trying to determine where all the walls in the dungeon are! You do so observing only four simple rules:
1. Every row and column of the grid must contain exactly the labeled number of walls.
2. A cell must contain a monster if and only if it is a dead end, i.e. exactly one neighboring cell is open.
3. A treasure chest must be contained in a three-by-three area of open space with only one entrance or exit.
4. No two-by-two area of open space may exist outside of a treasure room.
This program is built around the use of plug-and-play level packs. The repository contains a (admittedly, as-yet-undocumented) script to produce .8xv level pack files. The game can handle loading up to 8 level packs at a time and switching between them, as well as having this nice level select screen within each pack based on the computerization of "AD&D" included in Last Call BBS

There are also nice animations whenever you finish a level to congratulate you and tell you it's time to stop solving :D

Currently, I am working on adding more sprites for different enemy types and designing a level pack of my own to distribute with the game. (The examples are all using Barth's original pack).
Here is a link to the source for anybody interested in taking a look.