> > Are you generating the entire level on entry, or as each room is > > "opened" (if, "as opened", you have the complication that going down a > > level and back up will result in different random numbers vs going > > straight to the room). > > > > Generating on entry only needs the seed for the initial generation > > point (as mentioned, first time you could use the system clock and save > > the value).
I'm generating the room on entry -- the 'stairs' object calls 'make_map()' which creates the floor and lays out monsters and treasure. What I'm trying to do is set a persistent state for the levels generated by make_map(), so the player can move between floors without generating a totally new randomized floor each time. > > But for a dungeon -- you may be best served by generating the entire > > level (all rooms, doors, static encounters [traps, treasure]) when > > entering the level, and saving the entire dungeon (after all, after a > > treasure is collected, it shouldn't re-appear the next time you start > > that same level -- if you only save the starting seed, then all > > encounters will also be regenerated). In this scenario, where you save > > the entire dungeon, you don't even need to worry about the seed -- > > you'll never really want to recreate the same dungeon for another party > > [unless running a competition in which case you seed every computer the > > same so every participant is running the identical dungeon]. That actually sounds close to what I'd like to ?do. How would I go about saving the dungeon? I'm guessing I'd need to define how many levels to generate, first of all.... -- http://mail.python.org/mailman/listinfo/python-list