Archived from groups: rec.games.roguelike.development (
More info?)
At Mon, 27 Jun 2005 22:52:30 +0200,
Andreas Koch wrote:
> The Sheep wrote:
>
>>>I didn't find the idea either.
>> You're not even trying.
> Someone seems to have communication problems.
> Could be me, it's too late night...
Sorry, I became hostile with no reason. Again
>>>The OP wants to create a sliding tiles maze in his RL?
>> Do you have to have 'your RL' to post here?
> Its a newsgroup about RL development, so it would make
> sense to have a RL you want to develop, no?
Anyone who posts on topic and has something to add to the discussion is
welcome here. Developing your own game is definitely no requirement, but
it helps to keep yourself focused
>>>Well that idea could be interesting, but how would one
>>>implement control?
>> That's what's supposed to be discussed in this thread if there are any
>> interested posters, I guess.
> Ah, thats why the original question was
> "How could one implement the control aspect of a "Labyrinth der
> Meister"-like subgame in Crawl"
I don't think it was the question. I'd rather say it was something along
the lines:
"What do you think about the idea? How would you implement it? What
pitfalls could there be for your implementation?"
That's how I like to interpret such posts, and that's what *I* mean when
I post ideas like this. Of course, we might be both wrong -- only the
original poster might know what he meant
>>>While b) would be normal roguelike movement, how would you
>>>do a) ?
>> You can do it randomly,
> Ok. That could get pretty frustration depending on the tile
> selection - a "wrong" inserted tile can ruin the paths pretty
> nicely.
It's the abyss! It's supposed to be frustrating
Anyways, it might be not so totally random -- there might be some kind of
pattern involved, for example.
It would require further investigation to find an algorithm of selecting
the rows, columns and tiles so that interesting mazes result.
Also, you could somehow mark the parts of the maze to be modified in
nearest future -- by some glowing runes, magical aura, anything -- this
would make things a little more predictable and hopefully less frustrating
(like lookahead in Tetris).
>> you can base it on the player's move somehow,
> Sounds better - it would make it somehow controllable, while
> not stopping the normal control flow.
It would also require quite a bit of thinking and experimenting to find
a plausible way of doing it. Honestly, I can't see a way to do it nicely.
>> you can give him some kind of spell or other ability to add a tile
>> once in a while, etc.
> That would give best control, but would probably reduce immersion.
> You would need some sort of aiming cursor to select the row/column
> to be moved...
You need the cursor for most ranged spells anyways, and they don't seem to
break the immersion too much -- these fall into meta controls.
But if you insist, you can always do it differently -- for example, by
droping (or throwing) some kinds of magic stones (with the tile to be
added drawn on them). Or you could give this ability to some monster or
player's pet and allow him only limited control over the creature (the
Ghostwheel would fit the role perfectly).
--
Radomir `The Sheep' Dopieralski @**@_
(Xx) 3 ...
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