Search found 28 matches

Thursday, 22nd May 2014, 22:29

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14158

Re: Level generators

All the layout images and descriptions are now in. https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layout_types If anyone has ideas about layouts of any kind (including duplicates), I would appreciate them. This includes: -> Things that are good/bad about layouts -> Which layouts y...

Monday, 19th May 2014, 23:57

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14158

Re: Level generators

For twisted cavern, some minor things that might help it out a lot are: ⋅  If the up/down stairs were more evenly dispersed through the level. ⋅  If it were a loop. ⋅  If there was a guaranteed place where a Wand of Digging could make a passage to shorten travel times ...

Monday, 19th May 2014, 23:50

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14158

Re: Level generators

I'm thinking of a new layout based on concentric rings, where optionally each ring can be partitioned into different rooms. You start at a room in the center and the downstairs are always in the most external ring. There are 3 existing layouts sort of like this 1. layout_onion (Snake, Zot) 2. layou...

Sunday, 18th May 2014, 23:15

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14158

Re: Level generators

There are now map screenshots of some layouts available on the devwiki. These are mostly the older layouts so far, but I hope to add more.

https://crawl.develz.org/wiki/doku.php? ... yout_types

Saturday, 17th May 2014, 04:14

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14158

Re: Level generators

duvessa: What layouts do you think would be good in Zot? Right now I don't think we have any specifically designed for that branch, so we have to use more generic ones. Quazifuji: Do you have any suggestions for how to improve the layout_twisty_passages? More branching was suggested above, and is no...

Friday, 16th May 2014, 06:25

Forum: Game Design Discussion

Topic: Level generators

Replies: 46

Views: 14158

Re: Level generators

I seem to have inherited control of layouts when mumra left due to Real Life stuff. I am intending to due a layout adjustment (especially weights) based on this thread. I would appreciate thought of other people, especially if you are better at Crawl than I am (almost everyone here) or understand ga...

Sunday, 29th July 2012, 23:33

Forum: Game Design Discussion

Topic: My wishlist...

Replies: 9

Views: 2611

Re: My wishlist...

For shields, would it be possible to store a shield position on monsters and just display a shield at that point? I know the old game Civilization II did this for heath bars on units. I don't know if it is possible to store data with tiles.

Sunday, 29th July 2012, 05:57

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

sgrunt, I have not run your newest layouts yet. I will soon. I did, however, steal your code for finding branch entries. I am guessing you got them to add at least one of those functions. If so, thank you. EDIT: sgrunt, when I try to run your layouts, they keep trying to place non-existant vaults_la...

Sunday, 29th July 2012, 05:55

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

Not to feel left out, I will also post the part of my layouts I have translated to LUA so far. I have been calling them layout_vaults_i_??? to avoid name confilicts with sgrunt's layouts. Here are the city, chaotic city, and the grid maze. The grid maze can generate with hallways between rooms (maze...

Tuesday, 10th July 2012, 17:41

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

I just had an idea. Is there any good reason I can't set the stair type before creating the subvault? It would look something like this (also untested): {{ function subvault_place_stair(e) e.subst("> = " .. dgn.persist.current_stairs_glyph) end }} NAME: example_layout : dgn.persist.current...

Monday, 9th July 2012, 19:32

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

That is a better idea. I suppose there could be a danger of name conflicts, but a long enough variable name (e.g. dgn.persist.vaults_i_number_down_stairs) will fix that.

Sunday, 8th July 2012, 06:08

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

I got these answers on the ##crawl-dev IRC channel. I am posting them here in case someone else nees them. 1. Is there a LUA call that will tell me the total depth of a branch? I understand the depth of Vaults may be changing from 8 to 5, and it would be nice to have the progression/convergence/what...

Thursday, 5th July 2012, 23:33

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

I (sort of) have though of another LUA question that may also be relevant to sgunt and his layout: Is it possible to detect during map generation that a branch entry (or entries) is to be placed on this level? If so, how do I do it? This is relevant because it would allow a special subvault to be ad...

Thursday, 5th July 2012, 18:45

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

I wasn't thinking of anything to complicated for subvaults. The example what I intended to use for 4x4, for example. To allow the free-rotating vaults into such a system, I was going to make a special relay subvault something like this: SUBST: = = +x SUBVAULT: A = ... MAP AAAA AAAA+ AAAA= AAAA ENDMA...

Thursday, 5th July 2012, 00:03

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

As a note, you can force a subvault to orient a certain way by changing its shape. For example: xxxx xxxxx xxxxx xxxx could only fit with one (two for flipping) orientation in the following ...... .AAAA. .AAAA. .AAAA. .AAAA. ..AA.. ......

Wednesday, 4th July 2012, 00:25

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

sgrunt, I tried running your layouts. Unfortunately, I have 2 major problems. The first is that the 2 city layouts sometimes crashed during generation (a block of gibberish red text with lots of semicolons), followed by an error message saying that it could not place a stairs subvault. The second pr...

Tuesday, 3rd July 2012, 05:55

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

Re: New Vaults Layout

Wow. I had not expected nearly this much. At least not so quickly. Thank you to Galefury and to galehar for your replies. This was exactly what I was looking for. Also thanks (again) tp Galefury for the link to the ##crawl-dev transcripts. I have never used freenode or IRC (I think that is the term)...

Monday, 2nd July 2012, 19:45

Forum: Game Design Discussion

Topic: New Vaults Layout

Replies: 30

Views: 8104

New Vaults Layout

I have recently been working on a new layout (probably will become layouts) for the Vaults based on the wiki page . However, I have come to an important realization: The wiki page is not revealed truth. It is just whatever someone (in this case mumra) happened to put there. From this, it follows tha...

Monday, 11th June 2012, 23:57

Forum: Contributions

Topic: Work in progress: reviving the Enchanted Forest as a branch

Replies: 73

Views: 22801

Re: Work in progress: reviving the Enchanted Forest as a bra

There is an outstanding issue in the Enchanted Forest design: "Forest:1…n-1: The Enchanted Forest. It keeps shifting around, somewhere between Abyss and Lab. The map outside of LOS keeps getting generated over and over... " The player might teleport (probably randomly) into an enclosed are...

Friday, 8th June 2012, 17:53

Forum: Contributions

Topic: Loading DES files?

Replies: 4

Views: 1920

Re: Loading DES files?

If you are using version 0.10 (or presumably any version that is on your computer), you can load your .des file by adding it to the file list in dat/dlua/loadmaps.lua.

Tuesday, 22nd May 2012, 19:26

Forum: Contributions

Topic: Visual Vault Editor

Replies: 5

Views: 5139

Re: Visual Vault Editor

The new version is up. There are letters on all the tiles, full support for SUBST, and limited support for NSUBST.

Sunday, 20th May 2012, 00:38

Forum: Contributions

Topic: Visual Vault Editor

Replies: 5

Views: 5139

Re: Visual Vault Editor

As a quick fix, I will change the tiles to all have the appropriate letter superimposed on them (probably up sometime Tuesday). More detailed documentation/explanations will take time, and probably be put off until I get NSUBST working (hopefully soon). Thank you for the suggestion. On a side note: ...

Wednesday, 16th May 2012, 06:19

Forum: Contributions

Topic: Visual Vault Editor

Replies: 5

Views: 5139

Re: Visual Vault Editor

This sounds like a great project, but I would make one suggestion: the easiest way to test a vault is to reuse game code, i.e. develop an in-game vault editor system instead of building a separate application. This will mean as well as solving your problems with SHUFFLE, SUBST, etc. you can also te...

Wednesday, 16th May 2012, 05:26

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 16291

Re: Trouble understanding vaults? Read this!

Actually, I posted them ambiguities in the syntax.des file because I thought that it would be easier for people to make vaults if these were clear in the instruction file. Thank you for the answers anyway, ontoclasm, it is nice to know. I got started vault editing by reading, in order: 1. Section G....

Wednesday, 16th May 2012, 05:16

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 16291

Re: Trouble understanding vaults? Read this!

I am moving the stuff about my vault editor to a new forum Visual Vault Editor. This should allow this forum to return to the purpose it was intended for (getting started with vault editing).

Wednesday, 16th May 2012, 05:14

Forum: Contributions

Topic: Visual Vault Editor

Replies: 5

Views: 5139

Visual Vault Editor

I am moving the stuff about my vault editor to this thread so that it doesn't clutter up the Trouble Understanding Vaults? forum. While what is already in place Works i think that a video tutorial would be very much welcome. Also i've brought this up before but it instantly got shot down (for some r...

Monday, 14th May 2012, 03:22

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 16291

Re: Trouble understanding vaults? Read this!

Opps. I meant to say 4. NSUBST with '/' characters is just NOT explained Another one: 5. The layout_BAR tags are unclear. When I saw them, I assumed that they would correspond to the layouts in builder.des. However, this is empirically not the case. They actually use some sort of different system th...

Sunday, 13th May 2012, 05:18

Forum: Contributions

Topic: Trouble understanding vaults? Read this!

Replies: 37

Views: 16291

Re: Trouble understanding vaults? Read this!

While what is already in place Works i think that a video tutorial would be very much welcome. Also i've brought this up before but it instantly got shot down (for some reason?) Alot of games have level editing side programs. Why can't Crawl have one for people to make their own Dungeon Sprints/Zot...

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