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Author Topic: AsciiMan Current version 0.026  (Read 2340 times)

alfie275

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Re: AsciiMan Current version 0.026
« Reply #30 on: December 21, 2009, 05:03:52 pm »




Method over at my blog.
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Outcast Orange

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Re: AsciiMan Current version 0.026
« Reply #31 on: December 21, 2009, 06:14:13 pm »

I am very impressed.
Quite the cave system you have there.

If it had an LOS, I'd have fun exploring and revealing all the cave passageways.
Especially since some aren't connected and can be found by digging through the walls.

Your game is very promising.
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Bricks

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Re: AsciiMan Current version 0.026
« Reply #32 on: December 21, 2009, 07:30:54 pm »

For anyone else who couldn't find a link to alfie's blog: http://alfie275.blogspot.com/

That's a good method, I've played around with the same setup.  You can try giving different directions different weights for some interesting results, but a lot of them end up with some crazy oscillators.  That method can also give oscillators, so watch out if you are trying to wait for it to converge to a stable map.  As an extension, I've considered generating a small section of map, then finding out what bits connect to the outside, and generating an adjacent map with that same boundary.  Then if it happens to terminate unexpectedly, like it doesn't connect to any more edges, you could just regenerate that small section instead of trying to regenerate the entire map and hoping it won't have the same issue.  Apart from generating the typical cave pattern, it would allow you to make an "infinite dungeon" without placing stairs.
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timmeh

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Re: AsciiMan Current version 0.026
« Reply #33 on: December 22, 2009, 09:15:10 pm »

The caves look awesome!  Do you plan on trying to connect them?

Is there any particular reason you still have the cursor enabled?  The line to remove it is just:
curs_set(0);
Although if there's a reason for it then by all means ignore this part of the post :P
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