Posted by MrG 207.231.67.7 using Mozilla/4.5 [en] (Win98; I) on March 06, 2000 at 21:48:08:
In Reply to: i know we've talked about this before, but... posted by Christopher B. Matthews on March 06, 2000 at 08:12:38:
: How would the randomly generated dungeons work?
All I've got working right now is this. A basic four Mike
room setup, with four different string arrays (Dungeon1
through 4). The first element in the array is the name of
a stone wall tile (i.e WALL.GPH, or MIDON.TST1, whatever)
the second a door, the third the tile of the
door open (I like door animation..
fourth a floor tile. The rest are various
tiles that go in a dungeon (skeletons, dead bodies, coffins, chests,
booty, etc.)
Walls are placed around the edges of the board, and the door is placed
at a random spot in the first row. The others are placed at random spots
around the room, and finally the floor fills in any other empty space.
This all *can* be jury-rigged with #PutTile and stuff, but it would be much
easier to be able to load it all into a board array, then display the
array (the array would be, like for a 20x20 map, the first 20 elements tiles
in column1, row1 through row20, the second column2, row1 through row20, etc.)
Also, if my system could be used to do stuff with the board through the array,
I could do things like associate programs specific tiles, put tiles on different
layers (*BUG* PutTile doesn't work with any other layer but 1 *BUG* to the best of
my knowledge.. Though I didn't download the new version yet..heh..), etc. Of course,
if this was to be done, you'd have to implement kind of a Array(#).Program kind of TYPE system
in there, which might be hard to do.. I know it seems like a lot of work for you,
and it probably is, but do you think it's feasable? Thanks for the attention! :)