(Yes, I did just noticed that in my exuberance I accidentally entombed Abyss Knights when they begin the game. This will be fixed.)
On Mon, May 23, 2011 at 10:48 PM, Brendan Hickey <bren...@bhickey.net> wrote: > I've been working on some updates to the Abyss and I would love to get > some feedback. > > The biggest change I've made is to level generation. Current Abyss > level generation works by creating a feature vector and then uniformly > sampling from the vector to populate the dungeon. I've retained the > vector, but replaced replaced the sampling step with Worley noise -- a > coherent noise* function based on a fast Voronoi decomposition of 3D > space. Terrain type is determined by the distance from the nearest > point in the decomposition, as well as a unique ID assigned to each > cell. A wobble is introduced to provide variety within a cell. (*A > major advantage of using coherent noise is that we can seamlessly > morph the abyss over time. If the player decides to stand still and > "wait things out" the abyss could undulate around our hapless hero in > a sensibly abyssal way!) > > The result is that we find small pools of water, and lava. Metal walls > appear next to other metal walls, and so forth. Open areas are seeded > with wall-tile columns at a low rate The terrain is certainly less > "random" than the uniformly distributed abyss, but retains a > disordered feel. It is my belief that the result is a better play > experience. > > My second change is to banishment behavior. Currently, the Abyss is > the Abyss regardless of where the player was upon banishment. With > this patch, the area that the player is banished to resembles a > corrupt version of the player's location prior to banishment. The > probability that a tile is copied into the abyss is inversely > proportional to its distance from the player. The tiles are cleaned up > (traps removed, stairs converted to arches, etc.) and pushed into a > vector, so they're available for reuse if we want to build exit > vaults! I think this still needs some purple smoke effects before it > feels right. To reduce the probability of entombing the player, the > proto-abyss is thinned a little bit. > > Before Banishment: http://i.imgur.com/mv0Jb.png > After Banishment: http://i.imgur.com/mojJb.png > You might recognize part of the Orb Chamber: http://i.imgur.com/ARgwb.png > > I've posted a patch to Mantis: > https://crawl.develz.org/mantis/view.php?id=3939 > My branch is available on github: http://github.com/bhickey/crawl > A playable version is available at: ssh://crawl:cr...@ch4n.org (sorry, > only one player at a time) > > There are still a number of features I'd love -- screaming dungeon > monsters popping into sight in translocational clouds, the abyss > getting harder as a function of: 1) absolute depth on banishment, 2) > time spent in the abyss, 3) translocation use in the abyss, 4) how > much Lugonu (dis)likes you -- but I think this is a start. > > Cheers, > Brendan > ------------------------------------------------------------------------------ What Every C/C++ and Fortran developer Should Know! Read this article and learn how Intel has extended the reach of its next-generation tools to help Windows* and Linux* C/C++ and Fortran developers boost performance applications - including clusters. http://p.sf.net/sfu/intel-dev2devmay _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss