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#11 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
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#12 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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I would prefer that levels succumb to earthquake like effects rather than full destruction. You can even do a "muted" earthquake that doesn't effect the "room status" of squares so you can still light up the rooms.
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#13 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Also an interesting idea, but I still maintain that the destructed levels were great for flavor and interesting to fight in.
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#14 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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Perhaps the running/lighting fixes for cavern levels could also be applied to destroyed levels and fix some of the frustration.
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#15 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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Another way to change up a level would be to have some levels with double-wide hallways, I.e. two spaces wide, instead of single-width. Or just let that sometimes happen with any level.
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#16 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Yes, I'd like this, I have wanted it for a long time... I want more space in the dungeon in general, but people usually say that it gets too dangerous then. Well that's what we want right?
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#17 |
Ironband/Quickband Maintainer
Join Date: Nov 2007
Posts: 1,009
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My strong advice is to simply increase the number of monsters per level. This leads to more interesting situations where the player has to deal with multiple monsters (perhaps with quite different capabilities) at once, and creates a more 'hectic' feel.
I did this in Quickband and it seems to work. It's also an extremely easy change to make A.
__________________
Ironband - http://angband.oook.cz/ironband/ |
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#18 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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I've actually wanted to add this, but have had some difficulty in figuring out how to put it in the code. We could make double wide hallways for sections of passages, that is somewhat more straightforward.
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#19 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Presumably in the current hallway placement there's a bit of code that looks something like this:
Code:
For each point p in the desired corridor: map[p.x][p.y] = empty space Code:
For each point p in the desired corridor: map[p.x][p.y] = empty space map[p.x][p.y - 1] = empty space map[p.x - 1][p.y - 1] = empty space map[p.x - 1][p.y] = empty space ...hm, or that there's any structure they could overwrite. I don't know exactly where a corridor ends currently, but it should be fairly easy to spot if this change causes problems e.g. by damaging vaults, poking holes in pits, etc. I'm all for making the player face down multiple enemies at once, as soon as doing so is no longer gambling that both monsters won't use their "Slightly more than half-kill the player" moves on the same turn. This is a bit of a problem with the late game. |
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#20 | |
Swordsman
Join Date: Feb 2008
Location: Boston, MA
Posts: 250
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Quote:
I agree that ultimately, it would be nice for as much room design as possible to be pulled out to edit files. d_m has done a lot of work in refactoring the dungeon generation code, which should help make such a thing feasible. Coming up with a good edit file format will probably prove challenging, though. |
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