D&D Cloudy Mountain

Por Chilly Willy

Resident (40)

imagem de Chilly Willy

05-03-2021, 01:28

Can someone explain or have code that would explain how they did this on the Intellivision.

I understand how the randomness of the maps occurred by others writings but I do not understand so much as the process.

The intellivision was very limited on memory so it is in conflict with my ideas on how.

If I were to make a game like that on the MSX (forget the scrolling part for now) it would be something like this.

A Pattern assigned to a number as in 8 patterns 0-7 for 8 rooms.
Load that pattern into a buffer then print that buffer to the screen.

Am I on the right track?

Is there a name for the technique they used for the original game because I see this being used in others programs so they have to be teaching this in a class somewhere.

Is this in a book, github....anywhere.

I thought it would be cool to write a new game with that style of maze crawling but in Z80 assembly.
Problem is that there is limited memory and if they can do it on the intell then it should be doable on the MSX.

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Por pizzapower

Supporter (15)

imagem de pizzapower

05-03-2021, 05:36

It's probably just procedural room rendering based on pseudorandom number generator. That's how Elite generates galaxies and more galaxies without storing them in memory. If you feed the same "seed" to the pseudorandom number generator, you get the same result, so you just need to store the seed to get the same labyrinth again every time you play the game. That's also how Minecraft does it (although it stores the places where you've been because changes to the environment are permanent). If you want a different level, just feed the generator a different seed.

Por santiontanon

Paragon (1362)

imagem de santiontanon

07-03-2021, 23:48

There's lots and lots of techniques that can be used for procedural generation. The basic algorithms are indeed taught in many Game AI classes at undergraduate level at universities. A common text book is this one: https://www.amazon.com/Procedural-Generation-Computational-S... written by some of my colleagues, which could be a good starting point.


Enlighted (6502)

imagem de ARTRAG

07-03-2021, 23:51

here it is how that game generate dungeons

Por santiontanon

Paragon (1362)

imagem de santiontanon

09-03-2021, 06:43

Oh, nice find!! Thanks Artrag!

Por Chilly Willy

Resident (40)

imagem de Chilly Willy

10-03-2021, 04:23

I am fascinated and would love to buy that book but I doubt that it would tell me how to make a procedural dungeon in Z80 and about 1k of buffer ram.

These are the questions you get answered by those who worked at Activision during the 80's
Or some old school Atari 2600 guru...
One of these masters of the byte.