Hmm, maybe there should be some randomized teleporters that drop you in there from other pits.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Moderator: Sophia
No reason such things could not be randomized.Sophia wrote:not ..a random element, ...solving a known puzzle ...unexpected outcome
In my "teleporting apples"-world, you could to that with a single initialized level, a large room where pressure pads appear or not, depending on the generated code. It's quite easy to make an algorithm for that, binary numbers will do the trick (pad there/not there) and you can convert that to a decimal number to make it readable. Now you teleport an apple around the room to activate all the pressure pads (which are there). That only makes yes/no choices, but you can combine several pads for more options.Paul Stevens wrote:In other words, do the randomizing during initialization.
No reason to be sorry. This is all a process ofSorry about DM and CSB not being exact copies of the originals
+1You could have a set of phrases/enigmas for each item and generate alcove + wallwriting triggers randomly.
I thought about that to enrich the "Chaos Hack" random dungeon generator.
No. If it were possible, it would be a nice thingDo you plan to complement oracle hints ?
Why? Do you know? I have no idea.CSBwin will not teleport something that just got launched from a shooter
LaunchMissile directly calls AddObjectToRoom. All interaction with teleporters and such is done in MoveObject, which only gets called once the missile has actually moved one square.Paul Stevens wrote:Why? Do you know?
I imagine Michelangelo had his setbacks whilea little depressing
Would it make sense to have this be a 'Shooter' optionSo I've implemented this behavior into DSB