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Re: DungeonMaker 1.0 released
- To: linuxgames@sunsite.dk
- Subject: Re: DungeonMaker 1.0 released
- From: Mark Collins <me@thisisnurgle.org.uk>
- Date: Fri, 1 Jun 2001 01:48:34 +0100
- Delivered-To: mailing list linuxgames@sunsite.dk
- Delivery-Date: Thu, 31 May 2001 20:46:21 -0400
- In-Reply-To: <1.5.4.32.20010531222246.006af9e4@mail.glinx.com>
- Mailing-List: contact linuxgames-help@sunsite.dk; run by ezmlm
- References: <1.5.4.32.20010531222246.006af9e4@mail.glinx.com>
- Reply-To: linuxgames@sunsite.dk
On Thursday 31 May 2001 23:22, you wrote:
<snip crap that should be on an announce list>
> The dungeons generated by the DungeonMaker1.0 tend to have a maze-like
> character. For version 2.0 I have two major plans: Enable the program to
> place random rooms, and implement a genetic algorithm that based on
> quality-ratings for dungeons evolves the parameters in the stats-file to
> yield optimal dungeons. This can be used by letting the user enter quality
> ratings according to his preference, so that users can play in dungeons
> that are individually adapted to their taste, or by basing the rating on
> user performance to balance the game.
Why bother with user interation for selection of good/bad dungeons? A number
of factors will give away whether a random dungeon is suitable for a player:
time taken, kills (assuming there's killing), number of time play died etc
etc. You should use these to work out whether a particular dungeon is good
for a player, and ignore what the player recommend (people are scum (you
being a good example), and they will use any chance they get to cheat).
Nurgle
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