one way maze and visual cues


i don’t blame you if you are going to barf with the next mention of Hax Nuit – it’s been the rekindled spark of my OpenSim passion. i am pretty burned out with Enclave Harbour, especially since i have been doing hours a week of work with InDesign laying out its workbook (seriously, how exciting is it to spend 15 minutes spacing out one line of text!) =p

i’ve given myself a loose deadline of having 99% of Hax Nuit done by the New Year and then it will be back into the “real” project (moan & groan, whine, whine, whine . . . ) =D

the ground level mazes are the last “big” part to be made, then comes making a small shanty town/market area, and adding some trash

the mazes are nearly done and so far over an hour of testing in the Kitely test maze sim has been done by several people

Dot Macchi was very clever and kept her left shoulder to the wall and solved a few that way. she had great feedback regarding getting lost and some of the trash i will be adding to the sim will be in the form of visual cues in the mazes. for example, one trash bag in a corner here, two over there, a tin can at an intersection – stuff like that should help a bit

i also tried doing a one way labyrinth by making angled ramps that are too tall for the normal avatar step height and a blocking prim above to make it hard to hop over the ramp. a labyrinth is different from a maze in that a labyrinth is a single path, there are no dead ends

some of these mazes will have quest items in them and that is the last thing needing to be completed. coming up with items that i can actually make with prims has been a stumbling block for me (as someone suggested, i am going to add some Twinkies!) =)

thanks for your help and ideas, the test maze will be up for a few more days and then, fingers crossed, some version of Hackers Sleepless City will be up =)


“one way” ramps, maybe i should add some angled transparent spikes?


so much for good sense of direction! that’s the 4th time i’ve seen this bag! =p


ooh, a curved spot with a hole in the centre, could be perfect to hide the golden Twinkie! =D


this is a labyrinth – no dead ends, just one path – start bottom left, end top right =)

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written by Ener Hax

December 19th, 2012 at 8:22 am

posted in OpenSim

tagged with ,

10 comments to 'one way maze and visual cues'

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  1. /me feels slightly responsible for the current Ener diversion with mazes… Seems like your inner ground hog has come to the surface full force. Time for a Poutine & Think maybe…


    PS: Way to go, glad your having fun & enjoying it. I have recently started looking at various maze, dungeon builder systems and thinking how they could be used in OpenSim… such interesting possibilities.


    19 Dec 12 at 11:38 am

  2. indeed WhiteStar! the problem with people like you is that you make people like me think “hey, maybe i could . . .” =D

    thanks for all your encouragement (and references to poutine) and if you create some sort of in-world maze thing (DreamWalker has one that i have seen in action in Enclave Harbour, but i don’t know how robust it is) it would be a fun tool to have and one made by you would be pretty slick too! =)

    Ener Hax

    19 Dec 12 at 11:53 am

  3. If u want to make it really hard… you could add disappearing/reappearing walls, or some that slide sneakily.


    20 Dec 12 at 12:18 am

  4. I played around with mazes for a while in SL

    graham mills

    20 Dec 12 at 5:41 am

  5. that’s bordering on mean DW! =p (btw, Aurora mailed me on FB and made comments here)

    cool graham, that’s a really great elephant in that pic! the narrative maze is a clever idea and i nearly flipped out when i saw you did work for UT-D!!! i went there for my Masters in Science Ed!

    ps – thanks graham for testing the Hax Nuit mazes, i intend on having a student-only version using Twitter lists from teachers. adding in some educational “tiles” into the mazes might be a clever thing to do!

    Ener Hax

    20 Dec 12 at 7:32 am

  6. Well, I have been “pondering” how to build different maze systems… of course using not only terrain effects & mods but with inter-related structures too… Slightly more along the side a Dungeon’s & Dragons (AD&D) type of concept giving a more natural organic holistic type of solution which blends not only natural terrain features & quirks with “man-made” stuff blended in.

    Here is a simplistic example:

    The trick is to work out various elevations / levels using terrain and then working out how to incorporate above ground structures to the below ground ones.


    Regarding: “Maybe I could”. The Only limitation you have, is the one you place in your mind for yourself.


    20 Dec 12 at 9:55 am

  7. I was using Lumiya in the mazes. Worked fine.

    graham mills

    20 Dec 12 at 10:14 am

  8. wow! that is a beautiful maze WhiteStar! i love your concept of terrain blended in with man-made objects and that would be a fun maze to explore

    a maze with varying elevations would be really nice and instantly have the feel of old ruins

    graham, you are the resident Lumiya expert! have there been any upgrades to it in the last 6 months? your past images from it looked very promising as a mobile tool – something that would be nice to use with our “real” project as well as the maze city

    Ener Hax

    20 Dec 12 at 2:37 pm

  9. Yes, Lumiya now supports HUDs with limited llDetectedTouch functions, force attach to pick up objects, limited camera control (2D), optional higher quality textures, flight and a limited number of avatar meshes. It does need a good tablet and bandwidth — some features would probably not be so good on a phone.

    graham mills

    21 Dec 12 at 1:39 am

  10. cool Graham! i got a Nexus 7 tablet for Xmas and will try out Lumiya – thank you for posting about it!

    Ener Hax

    26 Dec 12 at 8:25 am

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