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Newsgroups: rec.games.roguelike.development
From: Phlamethro...@gmail.com
Date: 23 Feb 2007 06:20:50 -0800
Local: Fri 23 Feb 2007 14:20
Subject: Re: 7DRL: Bob and Trev: Resurrection
On 23 Feb, 02:37, henrih...@gmail.com wrote:
> If you absolutely require persistent levels, I suggest the following: Thinking about it, I don't think there's much of an argument for why I > 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. should have persistent items. Any monsters which are left alive could either run off or follow the player to the new level, and any items which are left behind have presumably been left because the player doesn't want/need them. But at the same time, I can't think of any reasons why I shouldn't have persistent levels and items. Having fully persistent levels and items will certainly place some restrictions on the game, but I'd rather try working within those restrictions only to find it's impossible rather than take the easy route and throw all the old data away without even trying. If my ideas don't work - then fine, I'll start cutting them back. But The whole idea of me writing it for a BBC is to find out exactly You must Sign in before you can post messages.
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