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« on: September 29, 2011, 12:14:26 AM »
Well, no - I'm not sure I need this for optimizing pathfinding. That's part of the question. If you're going to have all monsters do full pathfinding from all parts of the level, then at some size of dungeon that would get overwhelming. I'm not sure what that size is. Nor am I sure that I actually want all monsters at all parts of the dungeon doing full pathfinding. I think some people must do it by using only monsters that have seen the hero. In that case, no you probably don't need full pathfinding anywhere in the dungeon since any monsters will be relatively close to their ultimate destination. I suppose I should actually glance at some of the code that's out there to see what others are doing.
But over and above pathfinding, I'm wondering about "room effects". Do any games have these? I'm thinking along the lines of different rooms having different colors and some items working better in different colors - something along those lines - or maybe certain rooms emit a "strange aura". This would really, though, only require identification of the room "color" or "aura" in the map - the graph of room connections wouldn't necessarily be helpful. Other than pathfinding I'm not sure that I can come up with a great reason to keep the full map around. Perhaps some sort of "room by room" creep - say gas that invades the next room over. That doesn't seem terribly compelling and the connection map would only be of limited help there anyway.
I think I'll keep it in for the moment - it will be easier to yank out in the future when I don't need it than to reimplement it if I decide I do. I would be interested though if anybody knows any creative uses for such a thing.