Author Topic: Random Dungeon  (Read 1077 times)

Offline WizWom

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Random Dungeon
« on: September 15, 2006, 07:59:57 AM »
I was thinking about how to do a Random Maze dungeon.
The algorithm for a random maze is fairly straightforward.  One just makes a grid and fills it with a sovable maze, usually by making a random walk path from start to end and recursing back with random walks to stops.
Now, i could do that; IncrementGlobal would let me do the looping needed, and I could define an array of doors (that would look like solid walls, and are active & open or inactive & closed).  But for one minor point: NI scripting doesn't allow me to take numbers in a variable and convert them to an identifier for a specific door.  I could get around that with a separate test node for each door I make, I guess.
Each of those blocks would look like:
Code: [Select]
IF
   Global("OpenThisDoor","MyArea",1)
   Global("DoorNumber","MyArea",23)
THEN
   RESPONSE #100
        SetGlobal("OpenThisDoor","MyArea",0)
        Open("Grid23")
END

The doors would have no active area, and thus, the player could not manipulate them.  The close image could be of hedges, a stone block, jagged stones & stagtites, whatever.  The TIS would be tiny, tiny.... Just an open and  closed image for the bolck, If I'm thinking this through right.  Oh, but what about the overlap with the block above, grrr.  I could do it no overlap, but that wouldn't look as cool.
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Offline Andyr

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Re: Random Dungeon
« Reply #1 on: September 15, 2006, 07:30:40 PM »
On a semi-related note, the Modron cube in Ps:T was pretty cool. I don't think it was random, but it was an interesting device.
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Offline jester

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Re: Random Dungeon
« Reply #2 on: September 16, 2006, 02:12:05 AM »
But you were able to 'reset' the Modron cube IIRC. In my many runs through the game I could never use the same map twice. So either there are more than 12 fixed variations or else, it must be random.
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