[DM-dev] TunnelCrawlers
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From: Henningsen <al...@gl...> - 2001-06-12 13:01:47
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I've been thinking some more about the TunnelCrawlers. It would have to be done like this: use open/closed values like now, only flip meaning after the Crawlers have done their work. The outside wall limiting the dungeon would have to be of the wall-type that cannot be joined to, and later discarded. We could still pre-place rooms that users must pass through, only we'd have to position Crawlers in front of all the doors in order to get access. The best thing: One could add a simple little option "build room", that would cause the Crawler to create a random room with regular dimensions like you expect to find in dungeons. The neccessary "Look"-function to check for open space to build in is already there, it would be very simple. The reason I went with Wall- instead of Tunnel-Crawlers was that I wanted fairly open dungeons for alife entities to roam around in and hunt the player. Rooms are just a nuisance for that. But I get the feeling that for traditional dungeoncrawls with (basically) stationary monsters, the tunneling approach would be preferable. Of course, all tunnels would be of uniform width 1. I don't really want to write this myself, but I'd support anyone who wanted to. Peter |