Search results

Jump to navigation Jump to search
  • ...pursue is a generator that will procedurally generate an arbitrarily large number of names that will: ...r to manage. The articles listed below refer to the subject of random name generation.
    1 KB (207 words) - 21:41, 20 November 2015
  • * map generation * random number generation
    720 bytes (101 words) - 11:19, 13 January 2015
  • ...e for computer games. Due to its speedy and effective generation of pseudo-random numbers, a few languages (e.g. [[FreePascal]] and [[Python]]) have already
    949 bytes (153 words) - 01:27, 27 April 2013
  • ...e generation to implement. In its most basic form, the method looks up two random elements: one from a list of "first syllables", and a second one from a lis ...ot limited to using one of each. It might be a good idea to place a random number of middle syllables between the starting and ending ones. You might also wa
    2 KB (334 words) - 19:39, 18 July 2010
  • ...n 20th September 2007. The game is currently a work in progress, but has a number of features already integrated, such as: * Random dungeon generation
    2 KB (274 words) - 14:28, 18 May 2017
  • This article was written mainly based on roguelike dungeon generation, but also applies to other tile-based games, possibly. ...out completely filled out with walls, or you do this on your own prior to generation. You have a function for adding a rectangle filled with either walls or emp
    8 KB (980 words) - 15:42, 22 October 2011
  • - Random map (city) generation based on xml templates<br> August 6: When defining a transition to a random map, a transition back to the previous map will be generated automatically.
    4 KB (588 words) - 09:44, 9 August 2012
  • ...ting applications for noise and fractals in RL games, not just for terrain generation, but for adding natural-feeling patterns to monster behavior, treasure drop ..., M, half way between A and B. Then displace the midpoint up or down by a random value. This creates two new lines joined at the midpoint. We then repeat
    7 KB (1,168 words) - 02:21, 21 May 2018
  • ...at: GenRogue promises random plots and world generation, random cities and random conversations among many other features. Rumor also spreads that the game w Another thing GenRogue is famous for are is number of [[rewrite]]s it has undergone.
    3 KB (460 words) - 03:09, 31 May 2017
  • ...seed value instead of the layout of every map. The algorithms used for map generation, visibility calculation and path finding have to be computationally conserv
    2 KB (259 words) - 18:03, 26 September 2011
  • Compared to C and C++, the language is restricted or enhanced in a number of ways, including but not limited to the following: ...Java, only single inheritance is available, but a class can implement any number of abstract interfaces. This functions mainly to simplify the runtime's imp
    7 KB (1,031 words) - 17:35, 14 April 2024
  • Due to the current re-write, only world and dungeon generation (featuring only one theme) will be featured in the next release. * <s>Dungeon generation (cave theme)</s>
    6 KB (879 words) - 22:23, 18 April 2017
  • ...ter into aggregates of such particles. The process can be simulated in map generation to create rough tree-like structures; the resulting dungeons can make nice ...have been documented (apart from [[Cellular Automata Method for Generating Random Cave-Like Levels|cellular automata]], an excellent article), so here's anot
    23 KB (1,517 words) - 09:13, 12 October 2020
  • ...ldn't work -- as it is, ''for'' only loops from a small number to a bigger number. But returning to the original line, then x2 will be the minimum, and x1 ma ...we're going to rush right away to the most interesting bit: random dungeon generation!
    15 KB (2,471 words) - 20:01, 25 September 2017
  • ...ldn't work -- as it is, ''for'' only loops from a small number to a bigger number. But returning to the original line, then x2 will be the minimum, and x1 ma ...we're going to rush right away to the most interesting bit: random dungeon generation!
    16 KB (2,557 words) - 15:16, 14 September 2017
  • Interesting random maps are one of the things that make roguelike games But random maps are far from easy to implement. In most conventional
    8 KB (1,277 words) - 09:18, 26 June 2014
  • * [[Random number generator|RNG]] * Hex support (console, FOV, pathfinding, dungeon generation)
    2 KB (293 words) - 03:19, 9 January 2023
  • ...ldn't work -- as it is, ''for'' only loops from a small number to a bigger number. But returning to the original line, then x2 will be the minimum, and x1 ma ...we're going to rush right away to the most interesting bit: random dungeon generation!
    15 KB (2,454 words) - 12:21, 23 September 2017
  • * ngb_min, ngb_max: the minimum and maximum number of neighbouring floor cells that a WALL cell must have to become a FLOOR ce * cellnum: the desired number of FLOOR cells; the actual number may be less if there is not enough space.
    10 KB (1,634 words) - 06:16, 22 June 2021
  • ...lgorithms to allow computers to simulate randomness. PRNGs are never truly random, but they are unpredictable enough for practical purposes. ...PRNGs to compute [[dice]] rolls and other situations that require [[random generation]]. Some RNG algorithms evaluate simple polynomials, while others use techni
    15 KB (2,395 words) - 03:25, 6 August 2018
  • ...re will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or * Increased the number of voronoi points used in generating the overworld
    6 KB (958 words) - 00:49, 20 February 2020
  • * [[Random generation]] * [[Basic BSP Dungeon generation]]
    11 KB (1,378 words) - 14:20, 25 November 2023
  • A weighted random generator works by accepting a list of possible results, each with a weight With the list complete, the generator picks a number between 0 and 1, and multiplies it by the total weight (we'll call this "t
    6 KB (829 words) - 14:39, 30 August 2014
  • // number of "objects" to generate on the map And now the code of the random-map-generation-algorithm begins!
    19 KB (1,806 words) - 09:02, 2 June 2016
  • // number of "objects" to generate on the map And now the code of the random-map-generation-algorithm begins!
    22 KB (2,002 words) - 17:32, 25 July 2014
  • If 45% of the original random map contains walls and the process is repeated 5 times, the output might lo * Generation of isolated cave sections, possibly blocking player advancement (see possib
    32 KB (1,757 words) - 22:15, 1 April 2023
  • ...on in one of skills, and favorite weapon. All monsters are also born under random birthsign giving them a bit of color and variety. ...cedural levels, with various types of generators, including cyclic dungeon generation
    3 KB (482 words) - 07:16, 22 August 2019
  • ...ry word is a sequence of 0s and 1s. The height of a word is defined as the number of 1s in the word. A factor of a word is basically a substring of it (subwo * The number of distinct digital line segments of length N is O(N<sup>3</sup>). This mak
    8 KB (1,371 words) - 17:58, 21 March 2009
  • ...a is planned for release when the game is more complete, but until then, a number of currently implemented and working features are listed below. ...sual mechanics one would expect from a roguelike! Permadeath, random level generation, both static and dynamic levels, intelligent monsters, a town level with ve
    3 KB (486 words) - 20:05, 17 May 2017
  • ...nently change your character (sometimes in a bad way), and the random item generation based on prefixes and suffixes along with socketed items and unique items. ...on-random levels are reserved for the boss encounters. There are also some random special levels that may appear in some games, like the Tournament (where du
    6 KB (991 words) - 11:46, 25 October 2023
  • * expanded town, with random buildings and encounters Imoria implemented a large number of player character classes and subclasses, modeled largely on the player c
    10 KB (1,584 words) - 15:19, 8 January 2020
  • * random worldmap * random worldmap different for every character
    7 KB (1,091 words) - 15:12, 24 May 2018
  • * Very high replayability because everything is created at random! ...er "options/traits/skills" (no character "classes"); point-based character generation; each character requires his own survival strategy
    3 KB (466 words) - 20:04, 27 January 2024
  • ===Random descending levels of a dungeon - Yes=== ===Random items - Yes===
    20 KB (3,329 words) - 20:25, 21 March 2013
  • for(var j, x, i = o.length; i; j = Math.floor(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x); ' 0 is the most random, randomisation gets lower after that
    27 KB (1,561 words) - 19:55, 27 February 2015
  • user, the number of other users who can cooperate in swapping bones files via Hearse is half or less of the number of other
    20 KB (3,362 words) - 05:41, 25 July 2018
  • # - last_mov : The starting maze direction (random by default, 0 = horizontal, else vertical) # ** RANDOM GAME GENERATOR (RGG)
    58 KB (5,786 words) - 05:15, 22 August 2012
  • ...0, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by * There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and ba
    8 KB (1,370 words) - 11:41, 3 June 2015
  • * ????Outdoor???? maps (empty maps with random 1x1 obstacles): 100x100 ...p://roguecentral.org/doryen/articles/bsp-dungeon-generation/ Basic dungeon generation], Jice, Sep 2007.</ref>): 40x40
    21 KB (3,109 words) - 16:41, 21 June 2021
  • === Procedural Generation === ...combinations for the player to find. All items and enemies are placed at random.
    12 KB (1,806 words) - 17:56, 27 August 2022
  • 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