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samiam
Mini-Member


Posts: 91
Registered: 04-05


Thanks for the long explanation explaining the reason for 192x192 seeds. Yes, I think the rooms are much better with 192x192 seeds; they still feel a little sparse but prefabs should fix that.

I also really like the caverns, as I mentioned before. The “pits of death” would be more consistent with Doom/Heretic mapping style if there was always some way out of them (either a teleport in the middle to pop you back to the entrance to the cavern or a hidden switch that pops up a ramp to leave the pit of death), but they are fine right now. My issues with the caverns is that water does damage the player (this is not consistent with Doom and Heretic’s style in the maps included with the games), and I don’t like how items end up the cracks, making them sometimes difficult or impossible to pick up. Then again, I understand “in sector #x” is non-trivial math; if, however, Oblige 3 has a function like that, we can have something like this:

for(a=0;a<500;a++) {
if(insector(crevice,x,y) || insector(wall,x,y)) {
x += rand(100 + a) - (50 + (a/2));
y += rand(100 + a) - (50 + (a/2));
}
}

(Of course, Oblige uses the twister for random numbers, but it would be the same idea)

Old Post 03-06-10 20:14 #
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andrewj
Senior Member


Posts: 1344
Registered: 04-02


@Chris: having lower damage rate for non-deep liquids is a good idea.

@Sam: I don't like it either that water is damaging, when Oblige is smarter about liquids then this can be fixed (and pits can have escape hatches, though personally I don't mind them being inescapable).

Item placement does need fixing. The "in sector" method you describe is opposite to how it (will) work -- instead there is simply a list of areas known to be safe for placing items. The current list is poor quality, and will need a richer representation of areas to prevent things getting stuck in cracks.

Last edited by andrewj on 03-07-10 at 13:41

Old Post 03-07-10 13:34 #
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