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Message from discussion 7DRL: Bob and Trev: Resurrection
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henrih...@gmail.com  
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 More options 23 Feb 2007, 02:37
Newsgroups: rec.games.roguelike.development
From: henrih...@gmail.com
Date: 22 Feb 2007 18:37:00 -0800
Subject: Re: 7DRL: Bob and Trev: Resurrection

>> 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. [snip]

To me it isn't a matter of development time - it is a matter of
content:
With only 32k working RAM it makes a lot of sense to keep a lot of
game data (monster stats, items, etc) out of RAM and on the disk -
the way I tend to create lots of data I would not really want the
spare disk space to go to level persistency.

If you absolutely require persistent levels, I suggest the following:
Store the random number seed of a level so you can remake it on
the fly without having to actually store the result; and just let
items
get hoovered away from a level when you leave. (However
digging through walls would require extra handling, since you
climbing a skyscraper I imagine it isn't too relevant an issue.)

The advantage then is that you're not limited to small levels, you
could have relatively large persistent levels with more fanfares at
the loss of item/monster-persistence.

If you really want-it-all (persistent levels and objects) the easiest
would be to use level-rebuilding from random seed and to have
all the item types possible in a single array on disk
(differentiating between identified/not, blessed/uncursed/
cursed, etc). Then each object stored in a level only requires
position and type to be saved. That would be 3 bytes, or only
2 bytes if you can compress the position and type into 16bits.


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