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...Currently, you can advance through multiple dungeon levels - but they all have the same spawns. There's no ramp-up of difficulty as you...
...100 },
We aren't generating any new names, so there's no need to build a naming system into dungeon.rs
(unless you want...
We aren't generating any new names, so there's no need to build a naming system into dungeon.rs
(unless you want...
...Reaping the benefits of working so hard on a generic system! So now, let's make things a little more generic - and save ourselves...
...the dungeon. Since we've implemented triggers that can have TeleportTo
, it's worth taking the time to make teleport triggers more general (so...
, it's worth taking the time to make teleport triggers more general (so...
...Making a simple dungeon
Now we can use that to make a random dungeon. We'll modify our function as follows:
#![allow(unused...
Now we can use that to make a random dungeon. We'll modify our function as follows:
#![allow(unused...
...Ever wondered what would happen if an Umber Hulk (or other tunneling creature) got really drunk, and went on a dungeon carving bender? The...
...Applying Cellular Automata as a meta-builder
When we wrote the Cellular Automata system, we aimed for a generic cavern builder. The algorithm is...
When we wrote the Cellular Automata system, we aimed for a generic cavern builder. The algorithm is...
...That implies that what we want is a corridor-based dungeon - Dwarves tend to love that, but eroded and blasted into a dragon's...
...Now that we have a dungeon with increasing difficulty, it's time to start giving the player some ways to improve their performance! In...
...We'll be re-using our "create previous iteration" code from apply_sectional
- so lets rewrite it into a more generic form:
#![allow(unused...
- so lets rewrite it into a more generic form:
#![allow(unused...