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Author Topic: Ideas for new custom level generation methods  (Read 1459 times)
Kegluneq
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« on: December 19, 2009, 09:47:48 PM »

Just in case Derek feels like doing it but doesn't feel like taking time to come up with his own (inevitably much better) method for it.

An explanation for everyone who doesn't know how the current method works:
Right now, your level is stored in a text file that consists of a giant rectangle of seemingly random numbers and letters, and several random lines of numbers and text underneath.

In fact, each letter and number stands for one of the many things you can place in the level editor. And the stuff at the bottom represent the level info and any sign or entrance/exit data.

The problem with this method is, since everything is represented with a character (letter or number), you can only have one layer of anything at a time. This means no items hidden in the rock, spawned on the same tile as a monster, spikes, sign, or entrance/exit.

Now since there are quite a number of you who'd like to hide items in rock, or maybe monster's in ice, and I know a number of you clever mapmakers would like to put monsters and spikes on the same tile...

Here is my suggestion for a new level generation method
If the level is saved in multiple layers, one for tiles (area tiles, blocks, traps), one for things you can move through (really this is just items), and things you can technically move through, but the game stops you from doing so (monsters and maybe the spring trap). Then it would be a cinch to draw multiple things on top of each other.

Instead of just one grid in the save file, there would be 3. One for each of the layers.

This method is not without its own limitations, you still can't put multiple items or monsters in the same spot.

So I have yet another idea, but I don't really like it as much 'cause it seems inefficient
It's similar to the idea presented above, but instead of only having 3 layers, it has limitless layers.

When saved, the level creator would go through the map and check for instances of overlapping. Every time it detects an overlap, it would create a new layer and put all the overlaps in there.
Then it goes through again and checks if there are still any overlaps. If there are, create another layer for them.
Continue to repeat until there are no overlaps left.

Now I'm really crappy at Big O notation, so I have no idea how efficient that is.

One last method I swear
Keep the one grid system, but use it only for tiles (area tiles, blocks, traps that aren't spikes, entrances/exits)

But for all items and monsters, save it in the text file as a sort of coordinate system. ie: s 8 2 OR s,8,2 (for spider on the 8th column, 2nd row)

The level generator would first go through and place all the tiles, then come back and place each individual item/monster with the coordinates provided in the lvl file.

I believe this is a more efficient than the last method, it's just not as readable in the lvl file. But who cares? People shouldn't be poking their noses into them anyway.

Thanks for taking the time to read my great wall of text.
Whether or not you'll actually implement any of them (or in anyone who's not Derek's case, whether or not you care), I still had fun typing it all out.

For all the non-Derek's out there, here is a link to a list of character codes used in the level generator in case your interested: http://mossmouth.com/forums/index.php?topic=146.0
« Last Edit: December 20, 2009, 01:22:02 PM by Kegluneq » Logged

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marsgreekgod
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« Reply #1 on: December 19, 2009, 09:55:26 PM »

This would be a lot of work, but I like the idea behind it... it would be interesting for sure.

I vote yes
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Kegluneq
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« Reply #2 on: December 19, 2009, 10:01:46 PM »

To which one? I personally think the third is the best.
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marsgreekgod
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« Reply #3 on: December 19, 2009, 10:13:05 PM »

really? I like the frist...

How about this, any title you place that has more then one thing on it, it has it's own character
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gummybears123
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« Reply #4 on: December 19, 2009, 10:17:07 PM »

Did you type all this? Wow... I didn't read it though.... maybe later,  too lazy, can someone summarize please?
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« Reply #5 on: December 19, 2009, 10:55:46 PM »

really? I like the frist...

How about this, any title you place that has more then one thing on it, it has it's own character
I thought of that, but there'd be too many combinations. It'd be a pain to keep track of. Also the building code that converts what you do in the built-in creator to txt would probably have trouble with it.
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marsgreekgod
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« Reply #6 on: December 19, 2009, 10:56:30 PM »

every item is a letter, every item in the dirt is a upercase letter.

done.
« Last Edit: December 19, 2009, 11:00:04 PM by marsgreekgod » Logged

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Kegluneq
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« Reply #7 on: December 19, 2009, 10:59:18 PM »

But it's not just that.
First, there are already items/monsters that overlap and use the uppercase thing
Second, there are 5 types of area tiles (including ice). Uppercase only covers one of them.
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gummybears123
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« Reply #8 on: December 19, 2009, 10:59:41 PM »

every item is a letter, every item in the diry is a upercase letter.

done.

what's diry?
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I made a rap.
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I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show

-Most famous rapper of Mossmouth
Kirbylord
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« Reply #9 on: December 19, 2009, 11:00:20 PM »

Next time I make a typo just pm me, ok?
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« Reply #10 on: December 19, 2009, 11:03:01 PM »

Method 3 seems like it would be most efficient, as it wouldn't put as much stress on the system remembering EXACTLY where. instead it can remember coordinates.

I think Method 3>Method 1>Method 2
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gummybears123
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« Reply #11 on: December 19, 2009, 11:05:34 PM »

Next time I make a typo just pm me, ok?

I don't get what word it's supposed to be, but OK
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I made a rap.
It sounds dumb, like reading a map
I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show

-Most famous rapper of Mossmouth
Kirbylord
Kegluneq
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« Reply #12 on: December 20, 2009, 12:14:08 AM »

he fixed it already, it's dirt.
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gummybears123
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« Reply #13 on: December 20, 2009, 08:38:28 AM »

Ohh... so your intense speech was basically about overlapping and putting specific items in crates?  Good, I like that idea Grin
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I made a rap.
It sounds dumb, like reading a map
I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show

-Most famous rapper of Mossmouth
Kirbylord
Kegluneq
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« Reply #14 on: December 20, 2009, 01:20:52 PM »

Actually, I never mentioned crates, but yea pretty much.
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