Thanks for the replies so far, everyone. I emphasis again that I’m very new to this, so I apologize if I’m missing basics here. I’ve gone through the first ten chapters of the manual and looked through the recipe book, adding bits and pieces to tiny test projects whenever I could, but otherwise I’m pretty inexperienced at programming. Just so we’re clear, you shouldn’t feel like you’re patronizing me if you need to simplify. I don’t mind, as long as it’s useful!
@matt w
LCamelot’s code isn’t bad, though it isn’t quite right for me because of the so-called “weird geometries” noted by VictoryGibsbers. The world that the setting of my test game is relatively mundane, so non-euclidean layouts would stick out like a sore thumb. The only one I noticed in my quick run of it was that some rooms could loop (going north or south in the green room took you to the purple room, which did the same), but even that’s too much for me.
Results from the Kerkerkruip Dungeon Generation would be ideal, but that code returns a handful of errors that I can’t begin to correct because it’s well beyond my level of understanding. I admit I’m tired of fighting with this mapping business, and I’m getting to the point where I’m willing to just plug in pre-made code for the dungeon design for now so I can get to working on other parts of the game, though this code doesn’t seem to work as it is. I don’t suppose I could ask for a bit of spoon-feeding here on how to make this work? The errors after I created a room for the game to start in:
[spoiler][code]
In Book - Creating the Map, Part - Main Routines, Chapter - Resetting and Creating the Map, Section - Creating the map and collapsing passages:
Problem. In the sentence ‘while less than twelve rooms are placed or less than eight habitable rooms are placed begin’ , I was expecting that ‘less than twelve rooms are placed or less than eight habitable rooms are placed’ would be a condition. It didn’t make sense as one long phrase, but because it was divided up by ‘and’/‘or’, I tried breaking it down into smaller conditions, but that didn’t work either. ‘less than twelve rooms are placed’ was okay; ‘less than eight habitable rooms are placed’ did not make sense; so I ran out of ideas.
I was trying to match this phrase:
while (less than twelve rooms are placed or less than eight habitable rooms are placed - a condition):
This was what I found out:
less than twelve rooms are placed or less than eight habitable rooms are placed = something unrecognised
Problem. In the sentence ‘repeat with place running through placed connectable rooms begin’ , I was expecting to read a description of values, but instead found some text that I couldn’t understand - ‘placed connectable rooms’.
I was trying to match one of these phrases:
-
repeat with (place - a new name) running through (placed connectable rooms - description of values):
-
repeat with (place - a new name) running through (placed connectable rooms - list of values):
This was what I found out:
place = something unrecognised
placed connectable rooms = something unrecognised
Problem. In the sentence ‘if generation info is true, say “* Adding connection between [place […] ce].[line break][run paragraph on]”’ , I was expecting to read a condition, but instead found some text that I couldn’t understand - ‘generation info is true’.
I was trying to match this phrase:
if (generation info is true - a condition) , (say “* Adding connection between [place] and [further place].[line break][run paragraph on]” - a phrase)
This was what I found out:
generation info is true = something unrecognised
say “* Adding connection between [place […] ce].[line break][run paragraph on]” = an instruction to do something
In Chapter - Choosing the right room, Section - Building a list of suitable rooms:
Problem. In the sentence ‘if the difficulty level of considered room is greater than difficulty begin’ , I was expecting to read a condition, but instead found some text that I couldn’t understand - ‘difficulty level of considered room is greater than difficulty’.
I was trying to match this phrase:
if (difficulty level of considered room is greater than difficulty - a condition):
This was what I found out:
difficulty level of considered room is greater than difficulty = something unrecognised
[/code][/spoiler]
And finally, I’m not even sure what duodave is suggesting. Define some mazes? Assign rooms to be regions? Does this mean to manually make a group of hand-crafted mazes and have the game randomly select one to throw the player into at the start of play? If so, I need more randomness than that for the sake of replayability.
@Dannii
I went on a lengthy searching spree last night where I saw Kerkerkruip recommended for study, so I went and played it and I have to say; I’m impressed. The layout generation, the automap, the combat system, the excellent polish… all of it, really, is outstanding. I’d love to help out in the event that I ever become not terrible at this stuff!
@Draconis
I looked briefly over that extension, though I’m not sure it’s what I want. I could easily be wrong, but Dynamic Rooms simply generates empty rooms with a name, right? I’d like each room in my game to be one I’ve previously filled out with things the player can interact with (as well as things that have been randomly generated). So, for example, you can find a spear rack in the Armory that offers a weapon to the player. I don’t want filler rooms for the sake of having more rooms.