# I am the Watcher. I am your guide through this vast new twtiverse.
# 
# Usage:
#     https://watcher.sour.is/api/plain/users              View list of users and latest twt date.
#     https://watcher.sour.is/api/plain/twt                View all twts.
#     https://watcher.sour.is/api/plain/mentions?uri=:uri  View all mentions for uri.
#     https://watcher.sour.is/api/plain/conv/:hash         View all twts for a conversation subject.
# 
# Options:
#     uri     Filter to show a specific users twts.
#     offset  Start index for quey.
#     limit   Count of items to return (going back in time).
# 
# twt range = 1 1
# self = https://watcher.sour.is/conv/yybddsa
如何设计一张有“魂味”的地图?——论“类魂”游戏关卡的拓扑结构**
## 摘要

在本文中,我们试图探究“类魂”游戏(3D银河恶魔城类游戏)关卡存在的数学上的普遍性设计原理。

基于一种原胞自动机方法 [[1]](https://link.zhihu.com/?target=https%3A//dl.acm.org/doi/abs/10.1145/1814256.1814257) ,可以一般的将关卡地图划分成“开放区域(Open Aera)”、“路径(Path)”与“ ... ⌘ Read more