It doesn't seem implausible oreo. Most rooms in fez have a direction to them, and they mostly have bits along the way rather than out of the way. When they are out of the way, I time them both straight through and taking a detour for bits. I also assume generally mistake-less human play as reference. Considering the amount of operations a computer can do in a second, I cant see this taking too long. I understand the possibilities expand exponentially, but most ways are dead ends, and so they dont. I dont think the problem is raw computing power, rather idk how to code something so specific so I was wondering if there existed a tool for the circumstance or if there was an easy way to code it
And the travelling salesman problem is easily solvable as long as the amount of nodes isn't crazy. I can be certain the map for the game wouldn't trouble it
I'm looking to find the optimal route for a game. Solving it is not as simple as something like the travelling salesman problem, where you just have to find the shortest route through multiple stops. Only a few areas are acessible from any given area, you don't have to visit every area and some areas have more stuff than others. The general concept is you have to collect any 32 out of 64 things. However, most things are made out of 8 smaller things. So, for example, an area might have 1 and 5 eighths out of the 32 things that you need. And of course, different areas take different times to traverse, etc.
I have no experience in coding, and when I search for something like this I can't find anything specific or complex enough to help me. If I timed how long it took to get from one place to another to another, is there some program i could feed the data to? Any other suggestions? Thanks
Am I not right in saying that the ps4 version is in fact 1.12, and the only difference is that you cant access the speedrun timer? Because none of the 1.11 tricks work on ps4 to my knowledge
Hi. I think it would be good if you had sub-categories for each category where you had to complete, win, lose, complete with the aid of bookmarks, or master each game (100%?). I also think there should also be rules for each category written in the rules section (e.g. is chess a sport? Is hanafuda a card game? Is sliding puzzle a board game?) Let me know if you think this is a good idea or just over complicating things. Thanks
How would you submit a btt segment that's better than the current one? @Wimti
Equans btt sheet is in resources but its not up to date. Where is the current one? Thanks
Im thinking of running this category, where save state manip is allowed, but not to wrong warp. I'm aware that you can skip puzzles with this, but I have had several experiences where I have started the game with 1 cube bit. Is it possible to manipulate cube bits? Because if so, you could just run to the end as quickly as possible. Any advice would be great
I'm not blind to the fact that no-one cares about this game never mind this category, but (Juikuen, talking to you here) the WR's route looked less than optimal. 2 easy cube bits were left redundant in old zu and lighthouse. Do you know which cube bits take longest to get so we could replace them with these two? Any other obvious improvements?
Tbh this category caught my eye as the only thing i might legit be able to get WR in 😅