Persistent levels

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  • Huqhox
    Adept
    • Apr 2016
    • 145

    Originally posted by bughunter
    You did nazi that, ever?
    Couldn't one instead keep a list of artifacts and uniques, with spawn status, last spawn level, level coordinates if previously spawned, a seen by character flag, and an lost/killed by character flag? At least it would be a fixed size.
    ...or maybe flip it around. If an artifact/unique is seen/generated on a different level then that will update the player knowledge. Every time you go to a previously explored level check any artifacts/uniques on there against the player knowledge and if the level doesn't match then remove it from the level.

    Again it's a slight delay when entering the level, but it's still going to be way quicker than running through a level generation routine since you wouldn't need to do this for a new level, so I doubt the player would notice any difference.
    "This has not been a recording"

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