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Programming / Re: Map Generation / Tile definition?
« on: October 05, 2009, 09:52:31 AM »I sometimes think it's not needed. The old roguelikes worked with one item per tile. It was a problems sometimes, but not too often. Lately I think the added development overhead for more then one item per tile is not worth the little gain in gameplay value.
Larn for example has this restriction. I found it so ridiculous that I started to reimplement it.
There some places in the Larn code where generated items get thrown away because no free place can be found. On the other hand it looks really funny when the loot dropped when a monster gets killed keeps flying around.
I needed an inventory for the player, thus I implemented it. The pile of items on the floor, the monster inventories and the player's inventory share 100% code. When I add a feature, all benefit. Thus I had no overhead by adding more advanced features.