Newsgroups: rec.games.roguelike.development
From: Gerry Quinn <ger...@DELETETHISindigo.ie>
Date: Fri, 23 Feb 2007 15:37:39 -0000
Local: Fri 23 Feb 2007 15:37
Subject: Re: 7DRL: Bob and Trev: Resurrection
In article <1172240450.572579.253...@k78g2000cwa.googlegroups.com>,
Phlamethro...@gmail.com says... > On 23 Feb, 02:37, henrih...@gmail.com wrote: You're in a skyscraper and the elevator only goes up. > > 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. > Thinking about it, I don't think there's much of an argument for why I You're in a cave and have to jump down a hole to the next level. The portal to the next level requires passing through an event horizon. > If my ideas don't work - then fine, I'll start cutting them back. But In a (never completed) project a long time ago, I saved the seed for > at least we'll have some concrete evidence of them not working, > instead of (what appears to me to be) a load of people running around > claiming the sky is falling :) > The whole idea of me writing it for a BBC is to find out exactly each level, plus a list of the ten most important/valuable items. Other items just had their value added up, and items of that value would be generated randomly on re-entry. The saved items would persist. - Gerry Quinn You must Sign in before you can post messages.
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