![]() ![]() I just replaced that NOOP at the bottom with a COPY 0 #POWR. why stop there? Can't I just switch off everything? That should be enough of a distraction to pull off the heist, right? Next I'll need to include some new code to switch off the right substations.īut. People sent in some faster solutions but I prefer to start with this one because, since I wrote it myself, I understand exactly how it works. It gets an EXA to every grid space which then jumps to the POWERSWITCH mark. NOOPThis is the low-cycle code I wrote for the restaurant review assignment, with all the file-parsing stuff stripped out. It was strongly optimized for that particular case and might not work as well here, but it's a start. That said, since the grid looks exactly the same, perhaps I can reuse some code from before. That'll mean some more register juggling. Another complication is that we need to find two hosts. It's not possible to test against a host name directly, you first need to load the value into some register with e.g. However, this time I'll have to use the HOST command to find out the name of each host. LINK 800 for north (top left), 801 for east, 802 for south and 803 for west. This is the same GIS system we dealt with before, for the restaurant review assignment (Part 22). For more information see "Network Exploration: Geographic Information Systems" in the second issue of the zine. When you've found them, cut the power by writing a value of 0 to #POWR. Locate the two hosts with the specified hostnames (file 300), which correspond to the target power grid substations. ![]() Whoever put this together has some serious resources.ĭon't worry, I'm working on the money part. Not including you, there are three separate teams. This is something like a heist, isn't it. We need to help Nivas out so we can get a new shipment of the Phage medicine. you never know what a guy who thinks he can make a buck will do. Anyway, that's enough of me rambling about game design. At that point it might be better to drop the puzzle elements entirely and turn it into a building game such as Minecraft. This allows most levels to be solved in a way that feels too cheap. ![]() As a counter example, I'm thinking Scribblenauts, which barely constrains the puzzle solutions. And Breath of the Wild's shrines were designed with a similar approach. I think a sandbox made out of some basic rules, together with some cleverly designed puzzles that allow multiple solutions within the constraints of the sandbox rules, makes for very good and interesting puzzle game design. but I have a feeling Zach is completely fine with the latter. Of course, for a game like this, you need to make some concessions, such as the test cases often not being completely realistic, or us being able to game them. I'm sure Zach had no idea of some of the solutions we came up with either. ![]() As a professional software developer, it forces me to look at seemingly familiar things in a completely different light. It is a purposefully constrained language, which makes otherwise easy problems surprisingly difficult. Basically, they created a programming language and they made a set of puzzles around it. Well, this got very meta, didn't it? Let's stop for a moment and think about how Zachtronics handles this. Whereas a game is usually a set of possibilities within accepted bounds. Hacking is inherently about manipulating systems in ways the designers didn't intend. I don't know how you'd make a game about real hacking. Well, all the votes were the same this time, that makes for easy counting. This game isn't about hacking at all, is it? = Alliance Power and Light - Streetsmarts GIS Database = Perhaps I should hack the Phage EXAs in my hand to get better at controlling the game. Essentially hacking the hacking game to win a different hacking game. GuavaMoment posted: The only way I found to get 100000 hackmatch points in a reasonable timeframe was to download a lua file (I think) that played for you and ran it overnight. ![]()
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