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Re: CF: Announcing beta release of the random map generator
Peter Mardahl on wrote...
| 3) nethack-style room-and-corridor maps
|
| Conventions for a layout entries:
| 'C' a map "center". Treasures and exits down get stuck on C's.
| '*' a door. A door of type "doorstyle" is placed here.
| '#' a wall. Walls are autojoined with each other.
| '>' stairs down (not yet used)
| '<' stairs up (not yet used)
| 0 nothing there.
|
| A layout need not generate any 'C', '*', '>', '<': these are optional.
| '#' and 0
| are mandatory.
|
To do three you will need to specify `impassable blocks' EG, just a
black square. In nethack the whole level is created by
1/ first filled with black impassable blocks
2/ random non-overlaping rectangular rooms added around the place
3/ corridors connecting all rooms created.
4/ doors added (most of the time) to where corridors meet rooms.
That is about it. The corridors will not have `walls' around them
making them very hackish. and single wide, (unless two corridors
happen to appear next to each other).
Note corridors should probably also have a different floor to rooms
so you may like to add a `secondary floor style' specification.
(for buildings that could represent the outside area - maybe with
the occasional bush, or two sorts of dirt randomly mixed)
Rogueish mazes are even easier. In rogue you divide the area into
a 3x3 grid. place one room in each `square' (most of the time)
and then link them by corridors to neibouring rooms. No doors.
Caves are a lot harder, especially as the caves don't follow wall
patterns very well. and have a definate `side' to them.
I think nethack make caves my makeing `blobs' of floor space (with some
overlap) on the `impassable blocks' map. Ensures they are all connected,
by adding a corridor or two, then adding walls around all `impassable
blocks' which are next to `passable' floor.
Note the nethack method is to basically start with a map of `impassable
blocks' so you will want a output symbol for that. Yes thei is often
lots of wasted space. In nethack you could actually using a pick axe to
dig though this space, mining for the rare gems (though mostly finding
worthless glass), and digging your own corridors.
I supose one option could be to make the impassable blocks `diggable'
but I would not like to see the ubitious square block used for this,
instead I'd like to see a `diggable dirt' images which start pure
`impassable' black, and slowly degrade into passable rubble.
(As an option mind you).
Perhaps a `impassable style' would allow this selection?
Summery for nethack, caves, building etc etc etc.
You need really two more style types.
a `secondary floor' for nethack corridors, or `outside building'
and `impassable' (or if style permits) `diggable' area.
Anthony Thyssen ( System Programmer ) http://www.sct.gu.edu.au/~anthony/
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