Wednesday, 11 March 2009

Feature: Vaults!

I've just put vault handling into the the dungeon generation routines. Here's a sample:


Anyone fancy generating some vaults?

You can use the following terrain features (this scheme follows an Angband-esque convention):
  • Hard, undiggable wall (#)
  • Soft, diggable wall (%)
  • Closed door (+)
  • Clear floor (.)
  • Clear floor with treasure (,)
  • Clear floor with trap (^)
  • Clear floor with treasure or trap (*) (50% chance)
  • Clear floor with monster (0-9) (1-9 specifies the OODness in levels)
Here's the sample vault from the screenshot above, which is 12x4:

############

+,33+*5#3*,#


#,*3#5*+33,+


############



Treasure and Monsters can be specified OOD as you wish. There are twenty levels of monsters and treasure in Kharne in total.

Any vaults you do submit you will get full credit for, of course.

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