tag:blogger.com,1999:blog-919361992986111953.post972452261109542596..comments2024-02-17T01:28:57.502-08:00Comments on Roguelike Radio: Episode 114: Gameplay-Orientated Procedural GenerationAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-919361992986111953.post-38288924834808897312016-03-19T11:20:24.481-07:002016-03-19T11:20:24.481-07:00Minor note but Binding of Isaac actually doesn'...Minor note but Binding of Isaac actually doesn't use the Zelda style 'visual discrepency = secret entrance (e.g. cracked wall)' trope to hide its hidden rooms. Isaac's method is far more evolved and I really like it:<br /><br />Hidden rooms have certain properties which you can use to deduce their *possible* location. If they're adjacent to more than one dungeon room, the hidden room must be accessible from all its adjacent dungeon rooms i.e. no chasm, or obstacle blocking the potential entrance. The more adjacent dungeon rooms a space has, the more likely it is to be a hidden room.<br /><br />I'm not good at understanding or explaining things from words alone so trust me it sounds more complicated than it is. It's a huge improvement because you have *some* information with which to speculate but you never know until you try and you'll frequently be wrong even if it's a perfect spot. End result is far more satisfying and a gamble (use/save bomb supply).Anonymoushttps://www.blogger.com/profile/10696741642388530016noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-44778630231083691862016-03-02T05:50:26.882-08:002016-03-02T05:50:26.882-08:00It was interesting hearing the thought process beh...It was interesting hearing the thought process behind the design of Rogue Space Marine. TheIndieOceanhttps://www.blogger.com/profile/17460037862544806682noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-33816040020496915262016-01-28T22:54:57.763-08:002016-01-28T22:54:57.763-08:00Nice episode! Interesting topic for me, as I try t...Nice episode! Interesting topic for me, as I try to procedurally generate buildings (shape, interior, height). Pretty difficult, are there any code snippets available that could help?<br /><br />And extra props for mentioning Fey's Puzzles from Shiren!Janhttps://www.blogger.com/profile/05283305415647691881noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-65079612997910490772016-01-25T10:19:45.326-08:002016-01-25T10:19:45.326-08:00This is the way of blogger hosting - it's not ...This is the way of blogger hosting - it's not really customisable, unless you want open comments and therefore endless spam. Most people have a gmail id to log on. Or you can comment and discuss on Reddit too.Darren Greyhttps://www.blogger.com/profile/00792164422274663420noreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-81026007315656549012016-01-25T09:58:50.741-08:002016-01-25T09:58:50.741-08:00It is very difficult to comment at http://roguelik...It is very difficult to comment at http://roguelikedeveloper.blogspot.com.au/ btw... might be the reason things are so quiet. Compare with the ease of commenting at TGGW's site... http://www.thegroundgivesway.com/monsters-part-2/<br /><br />No weird logins to openID, blogger, etc required... just leave a comment!<br /><br />Even commenting here was somewhat tough, but on the fifth try I was able to remember a password for a very old and dusty AIM login.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-919361992986111953.post-83723012013603049412016-01-25T09:55:14.106-08:002016-01-25T09:55:14.106-08:00A little bit of a revival of interest in UnBrogue ...A little bit of a revival of interest in UnBrogue is going down! See here: https://www.reddit.com/r/brogueforum/Anonymousnoreply@blogger.com