what i mean is, if i wanted to change any of these things, i can just change it and hit ctrl+c, ctrl+c on it to swap it right into the game *while it's running*
but if i wanted to step-by-step debug any of these things, i have to put a (debug) statement in it and hope the stack tells me what i need to know as i step through things
@thingywott
I do not have any articles, but if I had to take on the task, my instinct would be to try for recursive programming to formulate the layout. Might be worth it to look at, I thought I'd at least suggest it.
@ulvra oh yeah! i would definitely go recursive in clojure, though cl's spec doesn't actually specify tail call optimization
the implementation i'm using has it, but i'm not sure i wanna use things that aren't in the actual language
for general dungeon generation, drunken walk seems like a decent starting point–iirc, the original rogue always had set rooms, but with random paths connecting them. i also think mystery dungeon used random shapes, and connected those
there's lots of approaches..!
@thingywott
Aye definitely. I wouldn't mind playing around with it myself one day, but a bit too rusty at the moment. Maybe someday.
Regardless, good luck getting it working. :)
@thingywott
Of course. ❤ ^-^
does anyone know of any neat articles on procedural dungeon generation?
i have some ideas, but i wanna see what else is out there before diving into it!