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  • about that individual at random. There are an infinite number of variations on this
    18 KB (3,100 words) - 14:27, 30 September 2010
  • '''RANDOM RACES''' Warsim's unique and in-depth procedural race generation system has been developed for years and currently produces a total of 94,88
    10 KB (1,642 words) - 16:40, 11 January 2021
  • Abstract dungeons are a nice method for reduced try and error dungeon generation. They help designing more higher level features and reduce randomness in a * fast dungeon generation
    29 KB (2,456 words) - 06:09, 22 June 2021
  • ...describe a basic first order Markov process seen in other articles on name generation, and discuss some of the short comings. I will then explain how to overcome ...ent output depends solely upon the previous output. In the context of name generation, this might means that I will output a particular character based on the pr
    19 KB (3,182 words) - 03:08, 22 June 2021
  • ...vice player to get used to the game, without being turned off by the large number of classes. There were 70 or so classes listed, ranging from Viking to Glas The design was expanded to include various dungeon generation schemes. By this time, many people had expressed concerns that the game was
    19 KB (3,163 words) - 19:27, 29 May 2013
  • ...now possible when startign a new game to chose between playing a game with random or persistent levels NEW Added random names for artifacts (highly enchanted items)
    26 KB (4,511 words) - 01:33, 30 December 2012
  • ...eriodically even after a level has been fully explored and will often drop random items when killed, in addition to whatever inventory they receive. ...ish Mines consist of irregularly shaped open spaces instead of rooms, with random walls, and twisting passages; they are inhabited mainly by gnomes and dwarv
    14 KB (2,211 words) - 15:13, 27 July 2022
  • First Generation Second Generation
    27 KB (4,086 words) - 08:46, 17 April 2015
  • ...debuted most recently will be difficult if not impossible to emulate, the generation before it can usually be emulated with a very powerful computer system, and ...Earl]] - Published by Sega, it's the world's funkiest Roguelike. Features random items and levels, experience levels and ranks, and permadeath. (Just think
    11 KB (1,721 words) - 14:33, 18 September 2021
  • * [[Random|Randomly]] generated [[dungeon]] levels ...n't have to plan the particulars like the colour of your orcs or the exact number of your spells; just look at general categories (e.g. "some of my monsters
    84 KB (14,660 words) - 05:51, 22 June 2021
  • **World generation options, and versatile editing methods. ..."Fort Bastion". This location can be selected as a starting location in a number of scenarios.
    24 KB (3,706 words) - 18:07, 20 March 2024
  • ...ly Death), where players lose their character to a single silly mistake or random event that is essentially arbitrary in nature, and must start the game from ...types, predrawn submaps, sets of numeric parameters for generating larger random maps, descriptions of rooms and dungeon features and even the individual to
    71 KB (11,706 words) - 15:26, 24 November 2022
  • ...based games that numeric values are favored over graphical abstractions. A number is certainly more precise than a bar, and as you may think nearly endlessly ...equires at least 4 keystrokes. If the player prefers the cursor keys, this number can increase depending on the amount of items stored in the backpack.
    42 KB (7,237 words) - 01:47, 4 July 2015

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