1
Player's Plaza / Re: Looking for rougelike game from my childhood
« on: December 01, 2017, 10:08:07 PM »
Sounds like it might be Castle of the Winds.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Good idea. I dont know why I didnt thought about Dijkstra maps!
But I think we can make this a bit more efficient: instead of calculating the whole Dijkstra, we can do simple distance check between the monster and the player.
If the player is within the monster's viewing distance, we do the pathfinding, otherwise, we dont.
So, instead of calculating the distance for lots of cells around the player (the Dijkstra map), we do the calculation only once.
What do you think?
this tile has a small amount of water running east-west
######
......
~~..~~
..~~.~
......
######
this tile has a medium amount of water running east-west
######
......
~~~~~~
~~~~~~
......
######
this tile has a large amount of water running east-west, it's even overflowing onto the path
######
..~...
≈≈≈≈≈≈
≈≈≈≈≈≈
....~.
######
some water coming from all four directions
#.~~.#
..~~..
~~~~~~
~~~~~~
..~~..
#.~~.#
Here is a multi-use East-West tile... the numbers here indicate the water level at which they turn from a . to a ~ or ≈
######
444344
212221
222122
443444
######
1
------
| |
| |
8 | | 2
| |
| |
------
4
I'm reimplementing item randomization mechanic in my game for the 3ed time now. How do you guys design your algorithms and what kind of parameters do you use to balance it. How do you describe the loot quality available in different places on different levels?
I got some errors.Code: [Select]ReferenceError: init2dArray is not defined
Cool idea. You may want to check out recursive shadowcasting, which is a similar idea, but instead of caching children you calculate them. Here's my implementation in js.
<anonymous>
los.js:27
los.js:27:5
The character encoding of the HTML document was not declared. The document will render with garbled text in some browser configurations if the document contains characters from outside the US-ASCII range. The character encoding of the page must be declared in the document or in the transfer protocol. los
TypeError: jsRL.sighting is not a constructor
<anonymous>
los:50
n.Callbacks/j()
jquery.min.js:2
n.Callbacks/k.fireWith()
jquery.min.js:2
.ready()
jquery.min.js:2
K()
jquery.min.js:2
los
I used a similar kind of system in KleinRL. It's very well suited to maps with portals, glued boundaries, and other kinds of non-euclidean geometry.
Often games need to calculate point-to-point line of sight between non-player objects (for which the full field of vision isn't known or required). Is it possible to use this data structure to make that kind of calculation efficiently? I presume the result would differ from a check using a simple bresenham line from A to B.