I'm a Linux Systems Engineer, amateur sci-fi author, and gamer who's dabbled with gamedev since I was about 12 years old. Author of several mods as Mechwarrior 4's Siege Mode and the CoopBot for Quake1. This blog is my sounding board on Game-Guru, gamedev, and tech topics in general. Currently authoring a start to finish guide on Game-Guru for Taylor and Francis publishing, should be on shelves around June 2019.
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Showing posts with label 3-D Game Development. Show all posts
Showing posts with label 3-D Game Development. Show all posts
Well, the American holiday of Thanksgiving has come and gone. I do love it, not just for the food but the lessons it brings us. If you're ever interested, take a look at the notes of the Pilgrims from that time. There's a lot of lessons to be learned there, for sure.
Moving ahead, GameGuru has a lot of ground to cover this week. Let's get started...
Official GameGuru News
So it looks like we got a big release and they just updated the main news page with it.
https://www.thegamecreators.com/post/gameguru-november-update-released
This information is nothing new, if you've been following my blog. All of these were covered in the PP release, which is now just following the natural effect of being deployed as a 'stable' version. Time will tell but I expect some followup patching as it shakes out over a larger audience.
This overshadowed another update as well from earlier last week which was that the construction pack DLC got updated with more PBR textures.
This week in the store we have a smattering of new items. First we've got some interesting pulleys from Mad Lobster's Workshop: https://www.tgcstore.net/product/32169
I have to say I love the work he does on texturing. I think this product marks a good departure from his more niche products to a more general line that can be used by a broader audience. I for one welcome the move.
And lastly we have a Christmas Pack from Colosso who pretty much covers the ENTIRE Christmas spread with gifts, a tree, a snowman, a sled, an igloo and more!
VincentHendriks went with a totally different tactic this week, moving to a hitman-style spy shooter with a villa that you assault. It's a solid first run through though it needs polish and testing. So far though the results are promising. https://www.youtube.com/watch?v=TjC9k1A0OOU
Note the clever use of an EBE building.
So far, so good. Good foliage, good coloration. The building is a nice departure from the usual fare with in the bounds of EBE's limitations.
Openload continues his work on 'Memory of Hedolan' (I covered it a few weeks ago here) with some new screenshots. This is a really solid piece that looks like it's got some serious effort going into it.
The lighting is fairly on point and it looks like a solid effort, which I can always appreciate.
So in a not-so-rare case of me tooting my own horn, I helped Len the Man with some advice on his cowboy shooter. I gave him a really rough copy of my subchapter on how to make deserts and he's really taken and run with it. Check out this before and after comparison:
What an ENORMOUS difference. There's still work to do, obviously - I'd add bigger and wider vegetation, maybe some rocks and foreground elements like small shrubs but overall this is miles better and significantly more immersive. Nicely done Len!
In My Own Works
Well for starters, I updated the cover graphic for the twilight sky freebie I did a while back. I am not sure how, but the graphic got all screwed up and made the demo picture look awful. You can get that freebie here: https://www.tgcstore.net/product/30955
I also have a lighting tutorial I wrote up nearly a year ago that I cleaned up and will be releasing very shortly (like, later today!) ... and lastly I'm up to 126k words on my book. I just finished covering how to make cutscenes in game and will be moving on to 'Advanced Engine Usage' which mostly will cover setup.ini configurations and tricks. I'll admit I'm wearing out a bit on the heavier duty stuff I'm having to cover but it's getting there by god!
Thanks again for everyone's support and I look forward to a final release of this book which I believe will truly help you all bring your projects to fruition!
Syndication Notice: I'm adding this just to alleviate some confusion for a few out there. This blog is hosted at http://gamegurureport.blogspot.com - it is syndicated through several different platforms.
This week is a pretty heavy duty report, so get ready!
Official Game-Guru News:
https://www.thegamecreators.com/post/gameguru-construction-site-dlc-updated-2
As with all of the recent 'updates' to the graphical end of things for these packs we also get a tidbit about what's going on with new developments. In this case it appears AI is getting an overhaul and from what I hear on discord from the betas it's actually a big improvement. Looks like I'll be editing/revising my chapter on AI soon. With all the updates pushing through github I'd say we're probably looking at a major update dropping in the next 1-3 months. Keep your eyes peeled.
What's Good in the Store:
Not anything new that I saw that really caught my eye and said 'buy me now'. As such if you missed it I'll simply give last week's recommendation: Teabone's Crime Scene Pack
As it's getting more new things to it and is still a meager 80 cents. I mean that's in the realm of 'I dropped my change in the couch cushion' territory of cost.
Free Stuff:
An Ice Cave by Lafette II - https://forum.game-guru.com/thread/220072
Free download link on the first post, it's a nice little ice cave you can drop wherever you like. Obviously this is a static asset so you can't modify how it is shaped but it is definitely among the nicer cave systems I've seen and it's free to boot.
Third Party Tools and Tuturials:
I've made a sort of condensed list because there's so many to go over here.
https://www.youtube.com/watch?v=zxAjmicdeiU&list=PLRDhcp_8c7uAPQfE6WMBo7PCNlkQIOLdO So while this video series is not about Game-Guru 'per se' it is definitely a worthwhile watch. Bugsy suggested this one in discord and I have to say it's right on the money. Mirrors a lot of my own experiences but also provides valuable 'time saving skips' if you don't want to get caught in the same loops which simply waste your time.
Random Acts of Creativity:
This week we have a beautiful pool by Duchenkuke (sorry Wolf, I can't put yours on here because it's not family/work safe!):
Wow.. I love the use of color and shape on this one. Though I'd love to see some more detail pieces in there to help round out the image. Still, very nice for such a simple scene.
Amenmoses has been super-busy on some very interesting code pieces this week. Firstly he made a piano that has to be seen to be believed: https://vimeo.com/290376738
At this point I thought wow, amazing.. etc. Then he kept going!
He added working steam gauges (Art by Graphix) -
We've also got a few other updates of 'similar games taking different approaches' - dry dusty westerns. One is Slaur3n's rapidly evolving work which is coming along great:
Notice the simple art style which while simple is completely unique to his game and thus keeps you from thinking 'great... another asset flip'.
There's also this interesting piece which is coming along well:
The above is by VincentHendricks - he seems to be taking a slightly different tact but I still really like where it's going. Set design is decent with obvious barriers and clutter object usage is where it needs to be. He's still working on tweaking visuals so hopefully he'll get some traction there.
In My Own Works:
About a week ago I got a problem ticket from a user for my Advanced Time of Day and Weather system for Game-Guru. Turns out the monster update broke things I didn't see in my testing because I have several settings turned off in my build (as I don't normally use them).
And in the process of this we corrected an issue with the FPE file but also discovered a code issue with SSAO. So for now, get the updated version of the system from the download store items button in Game-Guru and make sure SSAO is disabled if you are getting black lines on your weather boxes.
With respect to writing, I'm coming along. Good to be back in full gear, despite the very crazy schedule I have currently.
Been remarkably bouncing between different types of colds this week, currently dealing with a chest cold. It's been a special form of hell for about 7 days now.
So with that, here's your 'Game-Guru in a nutshell' for this week.
Game-Guru News
Nothing particularly new but it appears there's a lot of feature fixes/updates on the issues tracker at GitHub so we'll probably see some forward motion again and soon.
We also have these awesome single individual items available for download on the store now:
I'm really liking the new stuff from 'that model guy' though all of these look really useful!
Free Stuff
Want to go bowling in game-guru? Check this out: Click Here
Graphix made a 'by request' birthday cake for GG that looks damn good: Click Here
Some nice free cars I missed by BOD (PBR): Civilian editionPolice edition
Third Party Programs
No news that I'm aware of.
Random Acts of Creativity
This week's must-see screenshots are from DuchenKuke (of course!):
I mean aside from a little heavy-handedness on the lens flares, WOW. Great work DK!
So in my own stuff, I am happy to say I've secured a few more goodies for the book release sidecar products including some weapons and products from BSP! This is a huge win for those looking to purchase my book. I really want to give a big value to anyone who does invest in it when it becomes available early 2019. I'm going to have demo maps, games, breakdowns, custom assets, free assets, you name it. Lots of good stuff going into the book for you, the readers!
The book itself is coming along. I just slogged through my EBE tutorial section which was admittedly less fun than I'd like. I will undoubtedly be revisiting that section again, but thems the breaks!
Just a quick little update post:
I've got a source for my Legal, Marketing and Distribution catch-all chapter that's been very forthcoming. He's one of the premier artists and creators in the Game-Guru community who has actually had good success so it's important to me to get his details on how he was able to achieve that.
I also contacted a former artist in the Game Guru community who has been kind enough to provide me with my first batch of art for my book. This custom art is something he had already created but since he's done with Game-Guru he'll allow me to distribute it with the book freely :). So thanks Mio!
I am still looking for more artists and providers. I don't have a lot to offer at this point so if you're interested in helping out (and a place in the acknowledgements section) let me know!
This week will be a little brief as well. Not much overall going on as people still recover from winter. However, you will definitely want to check out the 'In my own works' section as I've been doing a LOT of really interesting things this week.
ENGINE UPDATE PROGRESS REPORT
So a few little things have come to our attention; first of all it seems Lee has an issue tracker he's working on. This should help keep things more organized and help him knock out bugs quicker. He will also be able to isolate and track things that are getting out of hand or have a lot of complaints.
And while this isn't 'new' engine news, I did discover that global.lua has a significant amount of fairly new Lua commands. I mean probably on the order of around a hundred or so new commands. Things that are exceptionally useful. I highly recommend you check them out. ForcePlayer is a fun one, for example. I created a riverbed with a current, a tornado effect, a conveyor belt, etc. Lots of interesting stuff now that there's some physics enabled commands in Lua!
NEW PRODUCTS IN THE STORE
There's a few new things on the store. Teabone has put out a few new scripts, notably an in-game clock system, useful for those who don't want to spend more for my Time of Day and Weather system but just need a simple clock. It can be found here: https://www.tgcstore.net/product/30991
Also of note, the ever-strange Colosso productions has put out a decent pack if you like a colorful, retro style.
I personally like his work on skies though the models for me are not my cup of tea. Artistically, I understand his desire for bright, crazy colors. It's not my cup of tea, but it might be yours. The pricing is decent enough and can be found here: https://www.tgcstore.net/pack/11001
FREE STUFF
While it looks like Bod is working on a few new things, he hasn't released them yet. Once they're released, they'll be here first thing.
Beyond that not really seeing much else at this time.
THIRD PARTY TOOLS
Someone posted a virtual voice creator by IBM. Apparently it's pretty sophisticated though I've not had a chance to play with it yet. Robovoice is not my favorite thing but does have it's uses from a gamedev's perspective. Check it out here: https://ivva-tts.sl.haifa.il.ibm.com/welcome
RANDOM ACTS OF CREATIVITY
This week brought a pleasant surprise in the form of a new face taking an ambitious series of first steps towards a Game-Guru project.
Peri posted a video for an out of the ordinary promo for a game he's working on. Overall, I like it. It lacks polish, but has promise. If he can clean it up, keep it functional (a big difficulty in Game-Guru!) and produce it he might have a winner.
IN MY OWN WORKS
So in my own works, I'm working on several plug-in and go kits for Game-Guru. The one I will discuss today will be the 'RogueLike' kit. The RogueLike kit is coming along nicely, with some interesting code fixes to make it work within GG's Lua framework.
I learned several very interesting things Lua related recently; things which have been a total game-changer with how I handle tables. First off, is that you can specify the table name with a hashtag in front to get the most recent element of it. I don't want to say too much without giving away the farm, so ... bing is your friend here (screw google, the goddamn commies). Second, you can get your object id for direct manipulation by simply using variable 'e'. So ... if you are trying to build a level you don't have to use g_Entity[e]['obj'] or anything like that. Just use e. Then you can call functions off 'e' which will in turn allow you to disable/enable things, hide/show things, etc. It's really pretty impressive and much better than the hardcoding I did for the lightkit. I may even go back and redo the code for it to make it more dynamic.
It's really brought me forward pretty far. Now with respect to the RL kit, the idea is that Game-Guru has significant difficulty with moving between levels and unloading resources. Memory problems abound. Ideally we'd do much of our work on several major levels, then build links between them, right? Unfortunately in implementation this results in frequent crashes. However what if you didn't have to leave the level? What if you just kept working with existing resources, over and over again? You could frame out a single level and just beat it to death with random numbers and automatic generation. Granted, there's limits to this type of system but it's fairly popular and I can see people wanting to buy it.
At this point I've developed a very sophisticated teleportation system and also an item spawner. The item spawner I just solved last night and it will really open up the doors to all the other items of this product I plan to add. Once I can implement it fully we'll have some really cool stuff available!
I plan on posting an update video later in the week to give you guys something more visual to chew on. That all hinges on whether I can get the enemy spawning code working the way I want. I'm going to take a few pieces from smallg's stuff but mostly it'll be 90% my own work because unfortunately what I am asking for from Lua is HIGHLY specific.
What this will, in the end, allow you to do, however is build several rooms that link to each other, build enemies, treasure, etc automatically and have some basic systems to use off that.
Notice: Next week's issue will be delayed a day or so due to the holidays.
ENGINE UPDATE PROGRESS REPORT
No new updates for us normies. We're still in beta-test limbo; apparently a beta update was released to the closed beta testers which was labelled as a public preview update. This accidental update might cause you some confusion if you find yours hasn't updated. That said given Lee's recent flurry of responses on the forums we can see that there's definitely some renewed emphasis on bugfixes and system stability (specifically with memory).
Also worth mentioning is my own find that you can reduce CPU usage by a drastic amount on most maps by updating the AI scripts to include some changes. Specifically it appears that 'always active=off' does not actually appear to be functioning. So you need to manually configure this via a player distance check in the script. By doing this, you kill the overhead required for the rather intensive AI system. Details can be found here: https://forum.game-guru.com/thread/219078
For now though, we're all waiting for what looks like what will be a new-years update to improve stability and performance. I'm really hoping Lee grinds this one out over holiday though I can understand if we have to wait until February for it.
NEW PRODUCTS IN THE STORE
Some small, but interesting updates.
This week on the store we have a new artist (Thorus) making a solid go of some residential models and a decently good looking tractor. These models are well priced, most going in the sub-one dollar range per model. Moshroom has written a new script which degrades weapon quality and makes them unusable after a point. Acid has added a ... moving target? I couldn't really discern this one's purpose but I'm sure someone will find it useful. Lastly mstockton, who does a solid job on his modelling, added a nice padlock and key set for a very good price on the store.
Lastly added to the store was an actual game:
This particular game, Savior V1, has been around a while. It however, represents a certain threshold for quality that most 'steam game releases' I've seen fail to measure up to. While it's well priced at .99 cents (on sale at this time for a meager .50 cents), it is worth playing from the standpoint of seeing quality game design and development in Game-Guru. One can learn a significant amount from osmosis and this situation is no different.
That aside though what's really important about this is it highlights the store as an additional distribution channel. While we could potentially suffer the same problems as other channels (such as the hot, shoveled garbage games that find their way to steam) it could prove a really interesting way to market your own products to a smaller, more receptive audience. Definitely worth considering fotr the future.
FREE STUFF
This week's update in 'Free Stuff' has brought some absolutely incredible scripts. I mean three really big hitters that all solve a lot of major issues for Game-Guru game devs. First up is Solar's objective script found here: https://forum.game-guru.com/thread/219081
Check out the above picture. You can see clearly marked objectives which float under the object; this is going to be massively useful for the average FPS game. The best part is this one is actually very straightforward to use and adapt so it will bring a lot of value to a lot of people.
Next up is AmenMoses, who has once again provided a crazy amount of utility those of us who want to really push the envelope in Game-Guru. He's created a utility library that allows object rotation, connecting decals to objects, and much more. It has to be seen to be believed, check out the videos and the downloads here at the forum link: https://forum.game-guru.com/thread/219096
HonkeyBoy has been working tirelessly in Game-Guru on several projects for a few years now. These projects are pushing forward and his toolkit has really grown a lot over the past few months. Recently he's added a survival and crafting script for people to use and abuse:
Graphix has added a few impressive glass panels to the forum which I will personally be using extensively.
My previous 'glass panels' were some really old ones I'd hackneyed together from some pretty old assets. While they worked ok, they didn't do a spectacular job and looked cheap. These look exceptionally high quality and use alpha channels well. Get them here: https://forum.game-guru.com/thread/217932?page=6#msg2592415
THIRD PARTY TOOLS
BOTR has updated the Heightmapping to MDAT tool again with a new GUI and a fix for the Windows 10 machines that were crashing. It's really coming into it's own. This brings it up to a current version of 2.1a; it can be found at this location: https://forum.game-guru.com/thread/218876?page=3#msg2592417
I personally have used the older versions to some good effect though it takes some tinkering to find the right settings for the scaling and what not. Overall though this is a must-have item for your toolbox if you plan on using any kind of pre-made terrain or imports from terrain building software.
RANDOM ACTS OF CREATIVITY
This week I play-tested Bugsy's Multiplayer Simulator which was fun and interesting. It ran well, played well, and reminded me a good bit of Quake 3 Arena. I'd love to see him push this project further and as always it's got some of Bugsy's hallmark humor added in as a dry touch:
More games need a 'middle finger' model, IMO.
Also after long last we have an update on Wolf's epic flagship game - Shavra. If you aren't familiar, Wolf is one of the top tier developers for Game-Guru. He's in a very small group of other talented developers and this is his baby. The screenshots alone from 4 years ago show the Game-Guru engine stretched to it's limits. The latest screenshots are jaw-droppingly gorgeous, as you'd expect:
There simply aren't enough Game-Guru games meeting this level of quality. I find it really impressive and have to say I wish I could meet this level on my own work. It looks like it should be out of Unreal or Unity. Not something as 'plebeian' as Game-Guru.
That wraps it up for this week. As mentioned next week will have a delay before I post any new content, I may even skip it entirely.
Keep an eye out for some interesting new work from me too, I've been hard at work developing some new tools for Game-Guru users as well as a secret project that only a few select people know about. It'll take a good 6 months before it's ready, minimum, but once it's released it should really open a few eyes. That's about the most I can safely say on it. That and that it's about 8-10% complete as of this moment. So I have a long road ahead of me. Thanks again and see you next week!
Dimoxinil is not only a hard to spell username, but also one of the premier Game-Guru creators.
His previous works (though uncompleted) really set the bar rather high for what's capable with this handy little engine we all like to dick around in from time to time.
This newest game is a really well thought out piece of work and we got a little off topic discussing level design principles; specifically this particular image:
And also it was noted that there should be some differentiation in the shapes being used by Dimoxinil on this image:
It's really hard to believe quality like this can come out of Game-Guru.
So this got me thinking and I had to expand on some of my own thoughts posted there by way of a highly verbose piece written here :)
So I really have no complaints myself about this particular image. It's a little washed out, maybe, but the shapes used are really pretty good at providing a maze-like feel. If that's what you're going for, that is. If you are trying to provide a clearly navigable experience, however, you get lost in it.
I personally don't really like the trend of modern games going the route of "This is my linear movie level. It's highly detailed, but not mentally stimulating in the least."
An oldie, but a goodie!
The above picture really illustrates once again that no matter how you dress up a simple linear FPS game, it's really just that - a Linear FPS game.
When I read "Masters of Doom", which I consider a must-read by any serious FPS game dev, I saw that John Romero had gotten his start in 3d level design making mazes. Now this is an important differentiation between modern game design and 'old school' game design.
Because of the lack of horsepower, gamedevs were FORCED to use more inventive methods to stimulate the player's interest. This included mental stimulation on the level of insidious puzzles and secrets. This wasn't even a new concept. The further back you went, the more obvious the mazes were (primarily because of the limitations involved with graphics,storage, and processing hardware).
One of the first mazes I recall from my youth showing on my TV screen.
In fact, if you look at video gaming history, it's rife with mazes. At least, until, hardware improved.
Then we found ourselves in a place where the streets were long and flat but the window dressing was really good. I noticed a correlation with this in the early 2k's. Games were getting prettier .. and easier. Tutorials, controls, everything started slowly getting simplified.
Maybe our games are making us dumber? The lack of mazes means lack of higher order thought; people can't process their environments anymore. It's difficult to really figure your way around a maze with no clear start or end.. with no walls to guide you. That however can bring it's own enjoyment. There are, however, certain tricks you can use to make sure your players aren't getting lost (at least, until you intend for them to be!).
Now it's not hard for you to figure out I live in Pennsylvania. I've lived here my whole life. I have spent many, MANY hours as a boy meandering around the forests. It's real easy to get lost because so much of it is just .. so ... SIMILAR. As I got older my interest in Survivalism and Hiking helped me get a solid sense of navigational techniques. These same techniques can be used to help guide a player. Some games virtually beat you over the head with modern methods such as the 'use a light to guide the player' technique:
I absolutely enjoyed Doom 2016 but the hell maps were a case study in 'follow the green light to move on'
While I respect and appreciate some of the things modern level designers have done (the aforementioned Doom, for instance, had superbly designed secrets), I really feel like we've over-simplified some of the bits that made gaming fun for those of us who cut our teeth on the Atari, Nintendo, and 286/386/486 PCs.
Rule One: Try to provide a significant landmark to guide players.
That big rock gives you a clear sense of where you are.
When you're out navigating the woods, when you find a major landmark you latch onto it. It is your anchor, your safety net. Landmark-based navigation is among the oldest and most easily used methods of finding your way through difficult terrain. In the above picture, you have two great landmarks. You have the big rock but ALSO a winding river. Now if they diverge into separate paths, most people will automatically use that to triangulate where they are. It's sort of a built in function of the human brain. Giving people a clock tower, obelisk, large river, mountain, or building can easily change a level from a faceless, winding maze to something where you never truly feel lost. After all, you're always still anchored to that rock in the distance.
Rule Two: Light is a landmark, but don't overdo it.
Another time-honored tradition in the real world for navigation is using the position of the sun, moon, or stars to determine where you are. It's natural for humans to seek light as a source of navigation; cave exits, campfires, houses, all are denoted by lights. When you get to the point of literally cutting almost every single light out to give people a deliberate trail though of 'green lights' then you are at that point going a little too far, in my humble opinion.
The light is a precious resource; something you don't realize until you are lost in the forest, alone.
Consider this; you are walking through a forest, on a path without a compass. The path is winding with many forks and the trail is faint. The trees are like walls, blocking out any landmarks. You have a watch and know it's 8am. Suddenly, you get a glimmer of light from the sun; you realize it's to your right and because of that you know that the sun rose in the east - making your direction currently north. That's opposite the way you wanted to go! You return to your previous fork and try a different path, carefully keeping the position of the sun in line with the direction you wish to go.
These are real world usages of this. I've been lost in the forest myself before. I was literally standing on a path wondering where the hell I was. I knew the path had diverged before. Obviously I was *SOMEWHERE*. Until I caught a glimpse of the sun though, I really had no idea which direction I was headed.
Rule Three: Paths are guidelines, not rules.
Sure, you can keep following the path, but what happens when you go off the trail?
The expression "off the beaten path" is an oft-used one but really denotes that most people tend to follow the trails as given. Which, let's be fair here, trails exist for a reason. They are the typically navigated path. The problems arise when you put the player on a trail they cannot deviate from. That's not a trail; that's a railroad. Providing a player a rewarding experience is more than simply giving them a huge art budget and professionally written story. It's about making the game fun too; exploration is an oft-underutilized component of modern gameplay. Worse still are examples (I'm looking at you, World of Warcraft) that literally turn exploration into a clinical exercise in boredom.
Rule Four: If you really want to get a player lost, take away their frames of reference.
Variety is the spice of life. While it's wonderful to give players a thoughtfully done level that is intuitive to navigate, yet challenging in it's complexity, it's often good to sometimes pull the rug out from under them.
Photo by Alex Wise.
When you dump your player into an area with no clear beginning or end and everything looks the same... they're going to feel a type of helplessness that really can't be described in words. This type of change of pace can often be enough to really help break apart the monotony of longer games. Putting in a hedge-style maze that's got a ceiling on it, a teleportation maze where every room is almost the same, or just a great big forest with a whole lot of trees can really change the tempo of a game and give you a real hand in the player's fate.
In conclusion:
I think Wolf really said it best on the original forum post in question:
"I think divisions like this are toxic in a medium that should be about
freedom of art and expression. Multiplayer legends like "killbox" or "facing worlds" wouldn't make me an expert?
A lot of very simplistic multiplayer levels are well loved. This also
feeds into the culture of bearded, flannel wearing people with a mild
depression that tend to overthink and navel gaze game development. This
statement is personal, neither objective, nor fair, nor grounded in
anything but my own petty dislike for some happenings in the indie scene
lately though."
Or if you really want to simplify it, take Bugsy's sage advice:
"remember kids: if your map doesn't have a rotunda, you're not an expert level designer"
Sage advice, indeed. I'll settle for just telling anyone reading this to maybe think about maybe adding more intellectually stimulating mazes, if only for my own gaming pleasure.