It is an old article from my blog, but I think it might interrest a few people here because I don't think it has been done before (but I may be wrong because my roguelike knowledge is far from extensive).
It describes how to apply a lerp operation between two dungeons :
Krice, if you use it to get a cavern level exclusively, yes it is complicated, because you need to run the dungeon generator first. But imagine being in a dungeon and casting the spell 'Earthquake': I think this is a good way of transforming the dungeon. Wall tiles shouldn't just randomly collapse, discovering the whole level, right?
On Jun 7, 3:12 am, dominikmarc...@gmail.com wrote:
> Krice, if you use it to get a cavern level exclusively, yes it is > complicated, because you need to run the dungeon generator first. But > imagine being in a dungeon and casting the spell 'Earthquake': I think > this is a good way of transforming the dungeon. Wall tiles shouldn't > just randomly collapse, discovering the whole level, right?
dominikmarc...@gmail.com wrote: >> ceiling collapses => new wall!
>ceiling collapses = a heap of rubble on the ground.
Depends how thick the ceiling is.
When the ceiling has several hundred metres of rock above it, a collapsed ceiling = a new wall. -- \_\/_/ turbulence is certainty turbulence is friction between you and me \ / every time we try to impose order we create chaos \/ -- Killing Joke, "Mathematics of Chaos"
On Jun 7, 9:33 pm, Martin Read <mpr...@chiark.greenend.org.uk> wrote:
> dominikmarc...@gmail.com wrote: > >> ceiling collapses => new wall!
> >ceiling collapses = a heap of rubble on the ground.
> Depends how thick the ceiling is.
> When the ceiling has several hundred metres of rock above it, a > collapsed ceiling = a new wall. > --
Has anyone thought about doing this dynamically in-game? Apart from the obvious usage as atmosphere in an Indiana-Jones style RL, I could see this being an interesting addition to gameplay in certain circumstances, e.g. if you progressively collapse a level the longer the player stays on it, a level with powerful enemies that the player wants to keep as many walls between them and him for as long as possible...
On Jun 7, 6:41 pm, Perdurabo <perdurab...@googlemail.com> wrote:
> On Jun 7, 9:33 pm, Martin Read <mpr...@chiark.greenend.org.uk> wrote: > > When the ceiling has several hundred metres of rock above it, a > > collapsed ceiling = a new wall. > > --
> Has anyone thought about doing this dynamically in-game?
I'm actually going to have the dungeon collapse immediately after the player defeats the final boss in my game. He'll have to get to the surface amidst all that.
However, that's a long way off, and I'd appreciate it if you'd forget that by the time you play my game. ;)
> On Jun 7, 6:41 pm, Perdurabo <perdurab...@googlemail.com> wrote:
> > On Jun 7, 9:33 pm, Martin Read <mpr...@chiark.greenend.org.uk> wrote: > > > When the ceiling has several hundred metres of rock above it, a > > > collapsed ceiling = a new wall. > > > --
> > Has anyone thought about doing this dynamically in-game?
> I'm actually going to have the dungeon collapse immediately after the > player defeats the final boss in my game. He'll have to get to the > surface amidst all that.
> However, that's a long way off, and I'd appreciate it if you'd forget > that by the time you play my game. ;)