| |
rec.games.roguelike.development |
On 22 Feb, 10:50, henrih...@gmail.com wrote: I've done some random map generation in the past, and am fairly
> justified to create non-persistent levels, and instead focus on
> generating particularly good random 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 ;)
confident I can come up with some good algorithm ideas before the
compeition starts.