On 26/11/12 21:17:40, Prasad, Ramit wrote:
> Chris Angelico wrote:
>>
>> On Sat, Nov 24, 2012 at 3:27 AM, Prasad, Ramit
>> wrote:
>>> Steven D'Aprano wrote:
On Wed, 21 Nov 2012 14:41:24 +1100, Chris Angelico wrote:
> However, this still means that the player will see the exact s
On Tue, Nov 27, 2012 at 7:17 AM, Prasad, Ramit
wrote:
> Hmm. I guess most of the games where I remember "regenerating"
> enemies are a bit older. Chrono Trigger had enemies that
> would regenerate if you left a map screen and came back, but
> then again it seems more likely that the enemies were h
Chris Angelico wrote:
>
> On Sat, Nov 24, 2012 at 3:27 AM, Prasad, Ramit
> wrote:
> > Steven D'Aprano wrote:
> >>
> >> On Wed, 21 Nov 2012 14:41:24 +1100, Chris Angelico wrote:
> >>
> >> > However, this still means that the player will see the exact same level
> >> > regenerated every time, absol
Now, the major task is to
reconfigure the distribution system to let items and monsters stay in place
between levels.
> Date: Sat, 24 Nov 2012 09:32:46 +1100
> Subject: Re: Getting a seeded value from a list
> From: ros...@gmail.com
> To: python-list@python.org
>
> On Sat,
On Sat, Nov 24, 2012 at 3:27 AM, Prasad, Ramit
wrote:
> Steven D'Aprano wrote:
>>
>> On Wed, 21 Nov 2012 14:41:24 +1100, Chris Angelico wrote:
>>
>> > However, this still means that the player will see the exact same level
>> > regenerated every time, absolutely fresh. As previously stated in this
Steven D'Aprano wrote:
>
> On Wed, 21 Nov 2012 14:41:24 +1100, Chris Angelico wrote:
>
> > However, this still means that the player will see the exact same level
> > regenerated every time, absolutely fresh. As previously stated in this
> > thread, that's not usually a good thing for encounters,
On Wed, Nov 21, 2012 at 2:47 PM, Steven D'Aprano
wrote:
> On Wed, 21 Nov 2012 14:41:24 +1100, Chris Angelico wrote:
>
>> However, this still means that the player will see the exact same level
>> regenerated every time, absolutely fresh. As previously stated in this
>> thread, that's not usually a
On Wed, Nov 21, 2012 at 1:18 PM, wrote:
> Each time the player goes from 'Foo' to 'Bar' (or vice versa), make_map
> randomly generates a new layout for either level.
>
> What I'd like to do is select values from 'levelSeed' and assign them to the
> levels that make_map generates so that the pla
On Tue, 20 Nov 2012 18:18:17 -0800, frednotbob wrote:
> The problem, in a nutshell, is this:
>
> When the player starts a new game, make_map() randomly generates level
> 'Foo' as the player's starting floor. Floor 'Bar' is similarly
> generated as the player descends from 'Foo' to 'Bar.
>
> Ea
>
>The former can be generated from the seed each
>time you enter the level; the latter must be generated the first time then
>stored.
>
Random.random() is already populating the levelSeed list; I've set it as part
of new_game() so that any time the player begins a new game, the levelSeed list
On Mon, 19 Nov 2012 21:45:55 -0800, frednotbob wrote:
> 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.
You need to distinguish between immutable data (e.
>
> 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
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