(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
>

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