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Design / Re: Considering when to generate random map details, all at once or as needed?
« on: March 17, 2016, 10:27:03 AM »
Brogue generates a floor ahead of the player so that it can know what happens to items and creatures that fall.
Technically the whole dungeon is set in stone because the seed is randomly generated or player inputted at the start, and each further floor uses that number + 1. But the engine still doesn't actually know layout / items / creatures until the player is near.
The time savings can be seen like this: click new game. Bam you're in! Now run a seed scummer and force it to search the whole dungeon... takes several seconds per dungeon which would actually be noticable, though minor, at game start.
Technically the whole dungeon is set in stone because the seed is randomly generated or player inputted at the start, and each further floor uses that number + 1. But the engine still doesn't actually know layout / items / creatures until the player is near.
The time savings can be seen like this: click new game. Bam you're in! Now run a seed scummer and force it to search the whole dungeon... takes several seconds per dungeon which would actually be noticable, though minor, at game start.