Notes |
(0022029)
mumra (developer)
2013-03-30 19:59
edited on: 2013-03-30 20:00
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The change was actually slightly different on Orc:1-3 - now just 3 bubbles are being generated to begin with (each containing a downstairs) instead of up to 5 like previously, there's no rock filling. With the old algorithm you could still get a level like this with just one or two extra really tiny bubbles so the floorspace would only have been marginally more; what happened was the stairs generated close together so the three bubbles merged.
Anyway: vetoing levels with not enough floor space sounds good. I could also up the number of iterations for spotty on Orc:1-3 so this happens less anyway since I think the bubbles could afford to be bigger in general (Orc:4 is fine, it already has loads more iterations).
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(0022030)
mumra (developer)
2013-03-30 20:11
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For reference I just attached an image: the left-hand level is from the old Orc algorithm, the right-hand level is from your save. The left-hand image has barely any more floor space if you discount the vault that placed in the right-hand bubble.
So I think there was already a bit of a problem with tiny Orc levels and we should definitely up the iterations in addition to a veto. |
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(0022406)
mumra (developer)
2013-04-23 20:04
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The layout now gets vetoed with 600 or less floor tiles. This number can easily be upped if these levels are still too small but it solves the worst cases (in Slime too). |
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