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#11 |
Swordsman
Join Date: Apr 2007
Posts: 441
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Why not look at the ToME dungeon generation code. It can construct dungeon levels one room without difficulty. It must either have some failsafe code to avoid endless loops on small levels or use a different algorith that produces superficialy similar dungeons at least for some room settings.
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One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie. |
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#12 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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#13 |
Swordsman
Join Date: Apr 2007
Posts: 441
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I thought the problem was the corridor generation looping when there was only one room. I guess I misread something.
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One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie. |
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#14 | |
Prophet
Join Date: Mar 2008
Posts: 2,750
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Quote:
What if all open space is inside vaults, because the level is just 1 vault? Aren't you guaranteed not to start in a vault? Isn't phase guaranteed to take you out? Who knows what would happen. Also, tiny levels make telSelf and telOther not be escapes. That's a fundamental change to how the game is played. IMO this deserves more discussion than symmetric LOS or item generation. I continue my 1642 game, and have survived a couple small levels just through luck. I guess I should post a dump. |
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#15 |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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The dungeon used to be variably-sized; Ben took it out when he refactored the code. I don't think it's a massive fundamental game change.
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takkaria whispers something about options. -more- |
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#16 | |
Angband Devteam member
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I'm now going to start a new thread about the caveats of playing dev versions. |
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#17 | |
Prophet
Join Date: Mar 2008
Posts: 2,750
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I wouldn't use it when hurt, but at full hp I do use it, especially early on a new level. Sometimes. Hmm. I wonder if we need different terms. |
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#18 |
Angband Devteam member
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Just teasing really - I know what you mean, in that the variable levels do make a difference to it. Perhaps "escape" and "guaranteed escape" would do - currently only new levels (stairs, tLev, DD and Alter Reality) are guaranteed escapes, I think.
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#19 |
Swordsman
Join Date: Jun 2008
Location: Portland, OR, USA
Posts: 412
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I'd consider ?*Destruction* and similar effects as true escapes, too.
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#20 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,766
Donated: $40
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I usually use "evasion" for (successfully) declining a fight, and "escape" for an impending instakill situation.
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