Re: [DM-dev] brilliant :)
Brought to you by:
acdalton,
henningsen
From: Henningsen <al...@gl...> - 2001-04-11 13:54:12
|
>It's brilliant :). A couple of month ago I started pouring through old >Nethack and Moria source code in an attempt to find some code for >Dungeon generation, which I would like as a plugin for QUB: the Q >Universal Boardgame (http://qub.sourceforge.net). That code is so >ancient and ill-organized that it's too much work to deal with, though. >Two minutes with DM and I've found it! Well, thanks. You've just made my day. I worked on this over the whole winter, and had been afraid no one would use the DungeonMaker. Why don't you subscribe to the list, so we can have our conversation there? >I love that you've made the >output simple text. I'll be making a Perl script which takes that input >and makes a graphical representation of it (via HTML and <img> hrefs). Way cool! I've never had the idea to take it in this direction. Could you use such a representation in QUB? >I'll post it to the list as soon as I'm done. I have a huge collection >of graphics from Nethack which can easily be used for the >wall/floor/column graphics. Once I see that, maybe I'll write a Decorate()-function for that graphics set. That would really be the cherry on the cake. >If you would be interested in thinking >about doing some XML output, I would be happy to help with that. >...(snip code) >That's off the top of my head, anyway. Of course it's nowhere near as >lightweight as text, but perhaps it would have some usefulness in >feeding 3rd-party apps (I can imagine a DungeonMaker server on the >internet, which sends XML output on request. Might have uses for any >number of dungeon-crawling games). It might, but I'm not into XML, and wouldn't want to do that myself. However, if you want to, great! I would certainly include it in future versions as an option. Since you actually start working with the DungeonMaker right away, be warned that we're in beta and that things may still change. In particular, I've written a new version which can hand-place columns, and which breaks compatibility with rooms-files. Also, a tip: When you make a graphical representaion of the dungeons, and decide to use different graphics for generational walls, I suggest using 3 different wall graphics, one for generations 0 and 1, the next for 2, 3, and 4, and another for later generations. Finally, ... ... any suggestions or feature requests? I'm wide open for that now, but will be much less so when I have started into a new project. Peter |