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rec.games.roguelike.development |
If you absolutely require persistent levels, I suggest the following: The advantage then is that you're not limited to small levels, you If you really want-it-all (persistent levels and objects) the easiest
>> 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]
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.
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.)
could have relatively large persistent levels with more fanfares at
the loss of item/monster-persistence.
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.