tag:blogger.com,1999:blog-2208890564265615027.post3488285513191196018..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: Unangband Dungeon Generation - Part Eight (Persistence)Andrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-2208890564265615027.post-5019922419796287552013-08-17T04:55:19.622+10:002013-08-17T04:55:19.622+10:00I agree that the semi-persistent dungeons seem lik...I agree that the semi-persistent dungeons seem like the ideal solution.<br />*starts wondering how to implement them*Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-88262298334671471212008-04-18T22:07:00.000+10:002008-04-18T22:07:00.000+10:00Great article, very interesting. I've implemented ...Great article, very interesting. I've implemented persistant dungeons in my 7DRL Mines of Elderlore, with the following rules:<BR/><BR/>- the first level depends on a name; every time you provide this dungeon name, you get the same level<BR/><BR/>- each level have two downing stairs, and one upping stair (except first level with no upping stair, and 10th level with no downing one)<BR/><BR/>With those simple rules, given a dungeon name, you get 1+2+4+8+16+32+64+128+256+512 = 1023 different levels.<BR/><BR/>One other advantage of semi-persistent dungeons is comparing players games: starting conditions being the same, it is a good way to increase competition between players.Manuhttps://www.blogger.com/profile/07825280103350956611noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-37026782234536295682008-04-18T08:07:00.000+10:002008-04-18T08:07:00.000+10:00> So what happens when you run out of staircases, ...> So what happens when you run out of staircases, because every available one leads to a too-difficult level?<BR/><BR/>It depends. AFAIK, in Hengband the persistent levels are forgotten when in town. So you just WOR out, WOR down and you can try your luck again.<BR/><BR/>If the levels are truly persistent, the case is not lost, too. Just WOR back to town, descend by foot to the original depth and you find a wholly new numerous (but finite) set of stairs to try. Perhaps a bit more in-character solution available to Unangband players would be to try some other dungeon, get tougher , buy some equipment with needed resists and get back to the previously hopeless situation to beat it.Mikolajhttps://www.blogger.com/profile/01280729045107273819noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-50189738222483710182008-04-18T05:56:00.000+10:002008-04-18T05:56:00.000+10:00jick - if I'm not mistaken, the levels are infinit...jick - if I'm not mistaken, the levels are infinite because there are several up staircases too? So you can just each time find different up/down stairs to enter a new level, moving just between, say depths 4 an 5.humpolechttps://www.blogger.com/profile/05268630131048166288noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-24166465030998292112008-04-18T03:51:00.000+10:002008-04-18T03:51:00.000+10:00Maybe I'm missing something about the semi-persist...Maybe I'm missing something about the semi-persistent method you described, but doesn't it have the same problem with dangerous edge-cases, just on a slightly different scale?<BR/><BR/>If the advantage of the stair-scummable system is that you can quickly escape a really tough edge-case level, how does the new model help with that? You can go back up to the previous level, but then you have to find another staircase down if you want another shot at a solvable new level.<BR/><BR/>So what happens when you run out of staircases, because every available one leads to a too-difficult level? Presumably there aren't an infinite number of exits from any given level, and since any given exit leads to a persistent new level, isn't the basic problem with persistence still there?Jickhttps://www.blogger.com/profile/13116532644663894502noreply@blogger.com