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#11 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,430
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Thanks. That makes sense. It is something I can maybe pull out with a bit of work. It's a basic square room with blocks of cells & the blocks of cells potentially only really need a length, a starting co-ordinate & an orientation from 1 to 4. I'll think about it, for the moment changing the datafiles is something I don't actually know how to do. For now it does what I want it to do & I can look at it again when I understand the code a bit better.
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#12 |
Knight
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 960
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I think that the point that they are trying to make is: what is the actual advantage of this method wrt 3-4 different kennel sizes hardcoded in the config files? That method looks simpler to understand, change, and keep bug-free.
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#13 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,430
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I guess the pt from my perspective is I'm always seeing the same rooms. A prefab gives you 1 room which over the space of 100+ dlvls you see again & again & they're going to be the exact same rooms next play through, & the next. Always the same. 2 or 3 versions of a prefab is only giving you a couple more & each has to be drawn & added to a datafile. 3 variables from 1-5 is already giving 125 different rooms, you can get far more variance stacking variations & probabilities.
Last edited by wobbly; April 6, 2020 at 21:21. |
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#14 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,643
Donated: $60
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So a simpler example of the sort of thing you're trying to do is Nomad's template rooms. These have optional features which are generated or not at random. I think Nomad's approach to what you're doing would just be to introduce about 50 rooms to a file covering every possible configuration
![]() Note too that vaults can specify monsters of a given type.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#15 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,430
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Yeah I've looked at the template rooms. It's a pretty nice idea but actually fairly awkward to work with in some ways. At the end of the day I don't think I agree. It's hard to "break code/configuration separation" if it doesn't exist in the first place.
Code:
/* name rows cols builder */ ROOM("staircase room", 0, 0, staircase) ROOM("simple room", 0, 0, simple) ROOM("moria room", 0, 0, moria) ROOM("large room", 0, 0, large) ROOM("crossed room", 0, 0, crossed) ROOM("circular room", 0, 0, circular) ROOM("overlap room", 0, 0, overlap) ROOM("room template", 11, 33, template) ROOM("Interesting room", 40, 50, interesting) ROOM("monster pit", 0, 0, pit) ROOM("monster nest", 0, 0, nest) ROOM("huge room", 0, 0, huge) ROOM("room of chambers", 0, 0, room_of_chambers) ROOM("Lesser vault", 22, 22, lesser_vault) ROOM("Medium vault", 22, 33, medium_vault) ROOM("Greater vault", 44, 66, greater_vault) ROOM("Lesser vault (new)", 22, 22, lesser_vault) ROOM("Medium vault (new)", 22, 33, medium_vault) ROOM("Greater vault (new)", 44, 66, greater_vault) Level gen is currently a mix of these room generators & edit file rooms with the generators doing the bulk of the level. I think it would be a mistake to ignore the part that is actually building most of the level. |
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#16 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,968
Donated: $40
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Fair enough.
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