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2d
awarded  Organizer
2d
revised Avoiding singletons for puzzle system
updated tag based on comment from OP in an answer
2d
suggested suggested edit on Avoiding singletons for puzzle system
Sep
24
awarded  Excavator
Sep
24
revised Random generation of interesting puzzle levels?
Put a summary in the question, and fixed the link that was broken for me.
Sep
24
suggested suggested edit on Random generation of interesting puzzle levels?
Sep
24
comment How can I make backtracking interesting?
+1 for Elder Scrolls fast travel, done with way-point discovery. Basically, you can fast travel to any way-point you've been to before, if no monsters are present.
Sep
15
awarded  Editor
Sep
15
revised Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
Readability, tense grammar commas
Sep
15
comment Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
I recall encountering this workaround in some pathfinding I did for the AI in my own version of Steve Jackson's Ogre. You can tweak a pathfinding sort to account for both hex distance and Euclidean distance when it's really important.
Sep
15
suggested suggested edit on Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
Jul
8
comment How should I implement the “Observer” pattern with respect to a game world?
Patterns are solutions to recurring design problems. It sounds like you're looking for a problem to apply a solution, which I think is backwards.
Nov
14
comment How to avoid circular dependencies between Player and World?
Why do you think a circular dependency is a bad thing? stackoverflow.com/questions/1897537/…
Nov
14
awarded  Supporter