PAPAKI (roguelike project)

It's the news about the Papaki roguelike game.

Thursday, November 18, 2004

Map arrays

These are the arrays used to represent the map;
char wmap[WMAP_X][WMAP_Y];
//WMAP_X,WMAP_Y are dimensions of world map.Each element represents an area and shows the type of this area. -> #define _plains '.'; #define _forest '&';
char tiles[AREA_X][AREA_Y];
//This array is part of class Area...when an area is visited for first time(or has been removed from the hero memory), is generated with tiles(+items+creatures) according to the type,for example if the new area is in position {2,3} of the WorldMap then type=wmap[2][3];

I try to do this game something really special, character attributes shall remain trully attributes of the character. A good example to explain this is attribute WISDOM;if there is a dilema of uncertain choices, the wise or foolish choice will be of the character,i mean that the player will choose randomly but WISDOM determines the right choice.
Same as MEMORY,I want to use this attribute at many occations including areas;MEMORY gives more areas to be remembered.When hero has some turns to revisit a place, it may be regenarated again(that means that the character has forgotten how this place really was), but more MEMORY will prevent that.


  • At 12:48 AM, Blogger SZDev - Slash said…

    Nice!, Storing the mapCells as chars is a good idea if you plan to focus your project in a single game (no generic engine), it makes handling things easier.

    Also, about the other idea, you must balance things carefully if you plan to apply all the skills from the PC point of view, or the player himself will not have any decitions to make :)

    Not saying that it is a bad idea though..

    Guardian Angel uses memory similar to what you propose... with the exception that there are no "areas" but a continuous world in my game, so the Actors store the appearances they perceive in a "virtual world" inside their own heads.


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