tag:blogger.com,1999:blog-2208890564265615027.post7998174016469426757..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: Unangband Dungeon Generation - Part Five (Elements)Andrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-2208890564265615027.post-488793000265702752008-07-11T01:51:00.000+10:002008-07-11T01:51:00.000+10:00Feel free to drop me an email at firstnamelastname...Feel free to drop me an email at firstnamelastname@gmail.com with the obvious substitutions.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-73848853123200009792008-07-11T01:34:00.000+10:002008-07-11T01:34:00.000+10:00This post definitely wanted me to play your varian...This post definitely wanted me to play your variant, and after a couple of levels I'm loving the added atmosphere and causality.<BR/><BR/>One of my pet projects for a couple of years now is restucturing games so that procedurally generated events are built based on <A HREF="http://www.vrbones.com/2007/02/abstract-for-phd.html" REL="nofollow">importance</A>. It seems that you have hit on the same thing but from a totally different tack. If the Orc captain is the most important thing on the level, the level should adapt to make it coherent with that fact. There should be a greater emphasis on orc related buildings / population around the captain.<BR/><BR/>I'd love to have a chat about all this as and I've left some contact details on your facebook and SteamID.VRBoneshttps://www.blogger.com/profile/10654192372497663948noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-74496794577337872662007-12-26T11:12:00.000+11:002007-12-26T11:12:00.000+11:00Thanks. Good luck.If you're doing a verbatim port,...Thanks. Good luck.<BR/><BR/>If you're doing a verbatim port, you should be aware that the whole of generate.c is covered by either the Angband license or the GPL, as you prefer.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-45476369796456573702007-12-26T01:33:00.000+11:002007-12-26T01:33:00.000+11:00Your part five is not linked from part four.Great ...Your part five is not linked from part four.<BR/><BR/>Great article. I am planning to port the whole generate.c to Java. Wish me luck.Sid Dattahttps://www.blogger.com/profile/06761354271631370310noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-8826149271242040702007-11-28T14:43:00.000+11:002007-11-28T14:43:00.000+11:00Definitely. I've been working on the individual el...Definitely. I've been working on the individual elements (see e.g. tips for body parts).Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-87763364252457313052007-11-28T04:06:00.000+11:002007-11-28T04:06:00.000+11:00I think it would be great if some subtle hints abo...I think it would be great if some subtle hints about, at least, the relation of rooms and monsters to the biggest monster around, were given as the game tips. <BR/><BR/>Players coming from other roguelikes (and especially Angband variants) are often so hard-wired about complete randomness of things that they may dismiss any pattern they see and report is as a RNG joke on the forum. :)<BR/><BR/>Other patterns are quite easy to spot, e.g. the fact the cloakrooms go together, or even that there is around 3 room types on every level and only a bit more monster types. However, I guess the seed monsters, their "escorts" and room hints are hard to grasp and people think locally and end up disappointed about rooms full of carnage or weapon or "something behind you!" or "slithering noises" but empty of monsters.Mikolajhttps://www.blogger.com/profile/01280729045107273819noreply@blogger.com