Poll: Vanilla room frequencies (vote in this one)

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  • Nomad
    Knight
    • Sep 2010
    • 958

    #16
    How about loading pit layouts from a vault.txt style template file with numbers to indicate monster placement, something like this:

    Code:
    D:%%%%%%%%%%%%%%%%%%%%%%%%%
    D:%.......................%
    D:%.#####################.%
    D:%.#1111111111111111111#.%
    D:%.#1222222222222222221#.%
    D:%.#1222333344433333221#.%
    D:%.#1222222222222222221#.%
    D:%.#1111111111111111111#.%
    D:%.#####################.%
    D:%.......................%
    D:%%%%%%%%%%%%%%%%%%%%%%%%%
    That would allow not just varying size but also round, oval, cross-shaped pits, inner chambers, etc. And since pits and nests are already distinguished from each other by a numerical room type, you could use different templates for the two types, allowing structured rooms for the pits vs more cave-like, irregular-shaped rooms for the nests.

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #17
      Originally posted by Nomad
      How about loading pit layouts from a vault.txt style template file with numbers to indicate monster placement, something like this:

      Code:
      D:%%%%%%%%%%%%%%%%%%%%%%%%%
      D:%.......................%
      D:%.#####################.%
      D:%.#1111111111111111111#.%
      D:%.#1222222222222222221#.%
      D:%.#1222333344433333221#.%
      D:%.#1222222222222222221#.%
      D:%.#1111111111111111111#.%
      D:%.#####################.%
      D:%.......................%
      D:%%%%%%%%%%%%%%%%%%%%%%%%%
      That would allow not just varying size but also round, oval, cross-shaped pits, inner chambers, etc. And since pits and nests are already distinguished from each other by a numerical room type, you could use different templates for the two types, allowing structured rooms for the pits vs more cave-like, irregular-shaped rooms for the nests.
      Yes, a pit template would be a great way to go. I'm not up for that though. BTW, I ported your templated rooms over into 3.5 dev and they're pretty awesome.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #18
        Originally posted by fizzix
        Yes, a pit template would be a great way to go. I'm not up for that though.
        Doesn't pit.txt do much of this already? Or does it only specify the broad creature type?
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • buzzkill
          Prophet
          • May 2008
          • 2939

          #19
          Originally posted by Nomad
          How about loading pit layouts from a vault.txt style template file with numbers to indicate monster placement, something like this:

          Code:
          D:%%%%%%%%%%%%%%%%%%%%%%%%%
          D:%.......................%
          D:%.#####################.%
          D:%.#1111111134311111111#.%
          D:%.#3322222222222222233#.%
          D:%.#4222222211112222224#.%
          D:%.#3322222222222222233#.%
          D:%.#1111111134311111111#.%
          D:%.#####################.%
          D:%.......................%
          D:%%%%%%%%%%%%%%%%%%%%%%%%%
          The bad ass denizens should be the first ones out the gate.
          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
          My banding life on Buzzkill's ladder.

          Comment

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #20
            Originally posted by fizzix
            There are lots of things like this that i'd like to make. But I dread fitting them into the current angband generation scheme. (the larger something is the less likely it will get built) Luckily, they'll trivially fit into a better designed top-down generation algorithm like in pyrel.

            I think for V we're going to be stuck with a single room pit/nest format. If someone wants to design a procedural algorithm for filling a random sized pit with monsters, then I'll try to implement it.
            There is that spherical special room. Maybe we could make those a new kind of pits with small treasure room at the middle? Some sort of vault and pit hybrid?

            Maybe we should remove pits from standard dungeon generation and add them as one type of vault so that you could tweak them in vaults.txt?

            Comment

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