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Re: CF: Invitation to contribute to random map generator
Peter Mardahl on wrote...
|
| Hello,
|
| I'm working on a random map generator for crossfire right now,
| and I'm at the stage where I'm working on forming reasonable basic
| wall layouts.
|
| ...
|
Nice method. Later steps can specify `styles' for walls, doors etc.
A later step could also be to make a `ruin' from that map
This needs to be a later step as after the walls are generated
the walls are partically destroyed in places leaving holes
and parts of stone and wooden floors converted to various grades
of stone.
EG: something like the ruined buildings under the city!
| Someone else is working on maps which look like:
| ######################
| # # # #
| # # # #
| # #
| # # # #
| ######### ##########
| # # # #
| # #
| # # # #
| # # # #
| ######### ##########
| # # # #
| # #
| # # # #
| ######################
|
| I invite everyone to contribute their own random layout generation function,
| if they're not along these lines.
|
Hmmm the map creater should be able to specify `corridor' and `room'
floor types. Later `styles' may make both types of floor the same or
optionally different. Also what about ``small building'' generators!
These should be able to specify `outside' (for front door forecort)
In the above map the corridor may be cobble stone while the rooms have
wooden floors!
Also what about the addition of `o' to mean pillers or `O' to mean
optional castle corner peice (if `style' permits).
Actually a lone # could probably mean a piller.
Example: a random temple map generator.
Anthony Thyssen ( System Programmer ) http://www.sct.gu.edu.au/~anthony/
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