The Sudoku puzzle format consists of (usually) a 9 by 9 grid that must be filled with numbers. The classical Sudoku rules are as follows
- Each row must contain all of the digits from 1 to 9, with no repetitions
- Each column must contain all of the digits from 1 to 9, with no repetitions
- Each sub square (3x3 grids marked by bold lines) must contain all of the digits from 1 to 9, with no repetitions
The historical inspiration of Sudoku begins with the Latin square, a type of grid problem similar to Sudoku in that it consists of an N by N grid where N digits (or letters) must be arranged in accordance with rules 1 and 2 of Sudoku (the sub square had yet to be invented). The first known example of a 9 by 9 Latin Square is from a monograph over 300 years ago, written by the Korean mathematician Choi Seok-Jeong. However, the Latin Square was popularized in the west by the legendary mathematician Leonhard Euler, who independently invented it almost 70 years after Choi Seok-Jeong.
According to Christian Boyer (idk who this is), on July 6th, 1895, the french newspaper La France published the earliest known example of a "true" Sudoku puzzle following all 3 rules of modern Sudokus, although french newspapers had previously been publishing similar (but different) puzzles prior. The name "Sudoku" itself (meaning "single digit") comes from Japanese magazines in which the game was popular during the 80s and 90s.
In Modern times, the Sudoku puzzle scene has been blessed with the addition of numerous variants, that add on additional rules, elevating the puzzle. The puzzle in the provided image is one such example, known as the "miracle Sudoku". It comes with 3 additional rules on top of the 3 original.
- If 2 digits are separated by a knight's move in chess, then they cannot be the same
- If 2 digits are separated by a king's move in chess, then they cannot be the same
- If 2 digits are adjacent (left, right, down or top, none of the diagonal directions), then they cannot be consecutive (ex - 5 and 6, or 7 and 8)
As can be seen from the fact that only 2 digits have been provided to start with, modern Sudoku authors are big fans of making puzzles that appear to be impossible to solve. This of course, is my favorite part about modern Sudoku. If you want to try to solve the miracle Sudoku, here is the link.
Some of the other example variants add new rules, such as German whispers, Dutch whispers, Renban lines, Entropy lines, Thermometer lines, killer cages and many more. You can find a massive collection of these puzzles on the logic-masters website.
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People online talk about how trying to get seen by "the algorithm" is like trying to get a win out of a slot machine.
It's easy to be negative about creating art of any kind, especially lately, but I feel more compelled to create than ever. Either we lose art as a medium to slop generators or we fight back and prove intentionality matters and that we can change people's views and perspectives through art.
An image is much more than an 18 word prompt, heck I would argue it's much more than even 1000 words. It's a series of hundreds or thousands of small decisions made with intentionality and skill behind them.
Making a platformer with some tilesets you can get online is relatively easy, but making a player feel like they're visiting a different world, tuning the controls so it "feels good" but also is unique, music and sound design that fits and builds a through line through the world, reusing themes, motifs, and instrumentation to connect it all together? All of that requires intentionality and cohesion that you can't get out of a slop generator or an asset pack, and even if you could, you don't get the source files or the understanding of the underlying systems that is required to tweak or to fill gaps.
I've been programming my whole life, I started by creating bots and chat apps with network protocols, and moved on to working with whatever free game engines I could find. I've never been able to finish anything worth releasing because I didn't have that burning desire to keep going when, for instance, I had to write my own damn mouse picking algorithm (curse you, random dll files I found on the internet). I also never really believed I had anything worth saying or that my ideas had any merit whatsoever. I still don't really believe that, but I am learning anyway. Maybe one day I'll move from learning by copying to creating something that feels original and worth sharing.
asset packs (and i mean assets, not like scripts/big plugins) are ok for learning and prototyping features ig. will never touch a slop generator though.
i used to be very stubborn about using assets but i didnt end up learning much and hit roadblocks when it came to features that depended on art, because i didnt have any art skills to speak of. I still dont use them much but I also dont put art into my games while i work out the prototype
but I have also accepted that I'm probably not going to make money off of anything I make in my personal time and it will probably be years before I finish anything
i think it took me a while to come to the same conclusion, last project i worked on (for learning) was a zelda: link to the past clone and i grabbed one of the alt-character sprite sheets from lttp randomizer (which are compatible with the base game) to work from from that, which saved a lot of time for learning and was at least a little fun for the slog that was the entirely random (to me) indexing of the sprite sheets and building framed animation.
some of the free assets i've found online are missing core things (like tilesets that can only make the example image and are missing corners/etc for anything else), or not aligned or sized correctly for actual gamedev, and since i'd never release with a free asset pack anyway i ended up just grabbing files from some other game a couple times for reference as its all placeholder anyway.
fun fact i learned last week: the grass_block texture in minecraft is uncoloured but there's a wiki page on the colour values per-biome you can use (although i ripped from the jar file, apparently the textures are also on github, intended for modders, maybe the grass is pre-coloured there), if you are crazy like me and want to trace the entirety of minecraft to learn about deterministic noise-based generation and all of the performance challenges that come from generating, rendering, and lighting voxel worlds.
of course, my dream would be to do it all myself from scratch, or split the work with someone i trust, but maybe a year from now i'll be releasing games with synty packs or w/e, if indeed i ever release anything at all.