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trihex Apr 25 2013, 11:22am replied:

Hmm... I hadn't really thought about that, but there should be something. I remember back in the olden days some games would give you a certificate you could print out if you completed it. That might be a cool idea. I will have to come up with something.

Thanks for the suggestion!

+1 vote   game: 1000 Dungeons
trihex Apr 24 2013, 10:50am replied:

Those things are coming for sure, along with dynamic shadowing/line of sight when in the dungeons. And the proper texture under the slime monsters, so they aren't on black. I've got some ideas of nice little graphical touches to add as things get more polished.

+2 votes   article: Dungeon Generation
trihex Apr 17 2013, 11:44am replied:

Not sure on a 1000x1000 tile map. For a 100x100, which is our standard size, it's less than a second to generate the terrain. I would guess it would take a couple of seconds to do a 1000x1000. The "frequency" of each terrain type is set before generation. The way it is currently handled, is 100 random tiles are seeded, then grown. So, if a grass tile has a 0.40 seed value, then we are going to place 40 random grass tiles. The probabilities are distributed between the 5 base types and always add up to 1. This way we can build worlds that are more of certain terrain types and less of another. This plays a roll in the game, as the terrain type a dungeon is on determines what kinds of resources the player can find within it, and the resources the player gathers dictate what they craft. So, with dungeon placement randomized, we need to make sure that there is a good chance, but not guaranteed, that the player will have access to all resource types in any given game.

+3 votes   article: World Generation in Depth
trihex Apr 13 2013, 6:17pm says:

Has each tile is taken, it's index is put into a separate used tile list. Each loop through the growth function actually goes throw this used tile list to find tiles to grow. So, as an example, lets say we seed indices 9, 20, and 32. The first growth loop will grow the plots around 9, 20, then 32 and add each index to the used list. So on the second loop through, the list may contain something like this:

9, 20, 32, 0, 1, 2, 8, 10, 15, 16, 17... and so on.

So, second loop through, we are growing different tiles in different areas, based off what we grew last time, which will have some (and in may cases all) the growth tiles already filled. This isn't the most efficient means of filling the map, but you jump around enough that you don't get just constantly growing square plots of terrain types. And so far, on the various machines I've run this on the generation of a world is nearly instantaneous, so inefficiency isn't a problem.

Hopefully that explanation makes sense. If not, feel free to ask additional questions.

+2 votes   article: World Generation in Depth
trihex Apr 11 2013, 11:39am replied:

Well, there will be things for you to build to help you on your journey. The game will have a crafting system that will help you to reach the end. Perhaps, and just a perhaps, there will be an item that may save you from such a fate. Once or twice anyway.

+5 votes   game: 1000 Dungeons
trihex Dec 22 2012, 4:52pm replied:

Thanks! The parts are coming together pretty good at the moment. I'm hoping to have an initial alpha build ready sometime in mid to late January.

Thanks for checking it out, and we should have some more news for you soon.

+3 votes   game: 1000 Dungeons
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