The World Making Challenge - Assignments by Tomi Belan and Zomis
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Try to create the following things. You can check the answer 
with the solutions (or parts of solutions) that are included!

Assignment 1 (Tomi Belan)
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Make a technique that creates a rectangle of elements of one kind. Make a CE that explodes when the rectangle is 
done (to prove that you can detect when the rectangle is done). Changing the technique to generate a rectangle of other 
size should be as easy as possible - that means, changing two numbers in the editor.


Assignment 2 (Tomi Belan)
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The goal is to make an illusion of a big level by making "sections" (aka rooms or levels) and allowing the player to 
move between them, similarly to Zelda and Game Inside one-level-sets. "Goals to aim for"(?) are big section sizes, much 
variety for section content, large number of sections, and small numbers of CEs/mapsquares per section. Ideally, sections 
should be at least 15x15, but it's not required. (In situations like this, "max 32 changepages" start to be limiting... 
not to talk about max 256 CEs.) Some thoughts: when making a "world making technique" like this, there are some goals 
(e.g. many sections, unlimited variety), and a perfect solution doesn't exist yet. You just have to sacrifice some of them. 
In Game Inside, you can put any element in the sections, but you have max 32 sections and they're 9x9 in size. On the 
contrary, in Zelda, you have 200+ sections, each 27x27 in size, but they're made from a combination of generic templates 
(each room has exits, shape and content), so their variety is very limited. As always, all solutions are welcomed, but what 
I'd like most would be a technique that would produce 15x15 rooms of unlimited variety and number, and max 2 CEs per room. 


Assignment 3 (Tomi Belan)
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Modify a solution of assignment 2 (or create a new one) and add RnDZelda-like wraparound for it. The solution you make 
should have at least 6 rooms.
Optional: search for the forum/RNDFA for any other useful techniques worth integrating.


Assignment 4 - Room variables (Zomis)
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Store a variable of the amount of emeralds remaining in a room. If a room has 4 emeralds and the player collects 2 of them 
and walks to another room and back again, only 2 emeralds should be created in the room.

Main problem (with the approach I'm thinking about): Decreasing CE score for the room element when the player collects an 
emerald.