diff options
author | Joshua Minor <j@lux.vu> | 2008-09-23 16:33:20 (GMT) |
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committer | Joshua Minor <j@lux.vu> | 2008-09-23 16:33:20 (GMT) |
commit | e8e4cee4fcf1367b8ecfd2ebb55f47a1d3ec4860 (patch) | |
tree | ac9d535646d32b0410cdd15d9edc35e53f40a87d /docs | |
parent | 5cd3c12f9d9f6105dd7e5f0dae8b12bd8578cfdc (diff) |
Reverted a bunch of experimental stuff.
Fixed up the license information in source files and activity.info
Diffstat (limited to 'docs')
-rw-r--r-- | docs/NOTES.txt | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/docs/NOTES.txt b/docs/NOTES.txt index d7389bf..3968fd4 100644 --- a/docs/NOTES.txt +++ b/docs/NOTES.txt @@ -40,6 +40,40 @@ Enhancements: Add multiple floors with ramps, ladders, pits, etc. Add a light source at each player that reveals the map as you travel through it. Add a fog that slowly fades areas you have seen already. + + +Amazing Mazes: + Implement some algorithms from here: + http://www.astrolog.org/labyrnth/algrithm.htm + + Currently (Maze v5) we use the Recursive backtracker algorithm. + It would be nice to switch to "Growing tree algorithm" which would allow + a simple adjustment to affect the river of the maze. It could also have + a directional bias adjustment that controls the probability of digging + horizontally versus vertically. + + After implementing this, it seems that there are two adjustments that + make a difference to the maze. One is the probability of continuing the + current path versus going back to the stack of old cells. The other is + the probability of picking a new versus old cell. If you always pick very + old cells the maze is very odd looking and boring. If you always continue + the current path or pick a recent cell then the maze is just like before. + If you sometimes pick a cell mostly at random, then the maze has many short + paths, but the solution is relatively direct and easy to find. I was not + able to find a combination of settings that makes the maze much more difficult + than before. Perhaps picking a mostly new path, but not always the current + path is slightly more difficult. + + If I had to pick just one knob, then I would pick the % chance of continuing the + current path, with a fixed uniform probability of picking any path on the stack. + This gives a variety in the maze texture without ever getting a bizarre looking + maze. + + For some complex mazes, would need to switch to an image-based map or an + adjacency-graph-based map. + Could use the mouse to move (move in small steps towards mouse - no clicking) + + Ideally you could just import any image and use it as a maze. |