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Message from discussion 7DRL: Bob and Trev: Resurrection
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phlamethro...@gmail.com  
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 More options 22 Feb 2007, 13:49
Newsgroups: rec.games.roguelike.development
From: Phlamethro...@gmail.com
Date: 22 Feb 2007 05:49:51 -0800
Local: Thurs 22 Feb 2007 13:49
Subject: Re: 7DRL: Bob and Trev: Resurrection
On 22 Feb, 10:50, henrih...@gmail.com wrote:

> 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. The extra time would certainly be welcome, but I also don't
particularly like roguelikes without persistent levels. In a
traditional dungeon you can partially explain it away by saying that
you're going down different passageways each time you go up or down a
level, but with a skyscraper or other building you're unlikely to have
that excuse to fall back on ;)

I've done some random map generation in the past, and am fairly
confident I can come up with some good algorithm ideas before the
compeition starts.


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