I need some help with conceptualizing this COG (and some code help would be appreciated as well).
The objective of this puzzle is for the player (whose walkplayer will be replaced with that of a knight in plate armor) to get to the square wreathed in gold by using only the 'L' moves of a knight. I'll slow the player down enough so to make movement easier and more comprehensive (as the controls are reminiscent of Grim Fandango).
The question is, how exactly do I go about this? I'll define all the square surfaces in the cog, and it will be simple to kill the player if he moves onto an incorrect square (and I could even change the mat of those squares that he ahs moved on that turn). To make the puzzle slightly more complicated, I could perhaps place enemy models that move at pulses, and do touch damage, to add an air of urgency.
How do I calculate possible legal moves, though? Is there a specific manner in which I should number the squares, or perhaps some sort of algorithm that I should employ?
![http://www.sestus.net/gris/board.jpg [http://www.sestus.net/gris/board.jpg]](http://www.sestus.net/gris/board.jpg)
The objective of this puzzle is for the player (whose walkplayer will be replaced with that of a knight in plate armor) to get to the square wreathed in gold by using only the 'L' moves of a knight. I'll slow the player down enough so to make movement easier and more comprehensive (as the controls are reminiscent of Grim Fandango).
The question is, how exactly do I go about this? I'll define all the square surfaces in the cog, and it will be simple to kill the player if he moves onto an incorrect square (and I could even change the mat of those squares that he ahs moved on that turn). To make the puzzle slightly more complicated, I could perhaps place enemy models that move at pulses, and do touch damage, to add an air of urgency.
How do I calculate possible legal moves, though? Is there a specific manner in which I should number the squares, or perhaps some sort of algorithm that I should employ?