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rec.games.roguelike.development |
Quoting <Phlamethro...@gmail.com>:
>>Just a suggestion: Given the severe limitations, I feel it is
>>justified to create non-persistent levels, and instead focus on
>>generating particularly good random levels.
>I don't think development time saved by not having persistent levels
>will allow me to develop a significantly better random level
>generator.
not going to be walking round a skyscraper with digging tools - random
seed plus diffs might be an efficient way to store persistent levels.
--
David Damerell <damer...@chiark.greenend.org.uk> Distortion Field!
Today is Leicesterday, February.