joeyh

joeyh at

Apologies for near total lack of available or response to anything this week. I'm really busy with the #7drl challenge.

Raúl Benencia, Greg Grossmeier, Efraim Flashner, veleiro and 1 others likes this.

Judging from http://joeyh.name/blog/entry/7drl_2015_day_2_level_generation_and_game_concept/ I wonder if the "so few calls to the RNG" is all that unusual in modern roguelikes.  It is my understanding that most procedural generation systems in use today go with a single random input to a collection of noise functions (perlin, etc) to produce the emergent complexity. 

Part of the reason for this is that you can plug an integer into the game at the start and get a repeatable debuggable testable scenario.  Brogue even has "seed of the day" challenges where people rush to see who gets the best score for a given initial seed within a 24 hour period.

I think three calls to the RNG per level is unusually high, for 2015!

Space Hobo at 2015-03-09T08:02:52Z

Space Hobo likes this.

I was talking about not just level generation, but the entire gameplay.

Although I seem to have lied, there's now a couple things that do use the RNG at runtime.

joeyh at 2015-03-10T21:24:25Z