Filtering? 0 ▲ ronjeffries.com 33 minutes ago · 9 min read1705 words · Tech · hide · 0 comments Hello, loves! We’re looking at building the dungeon in sections. To do that, I think we need filtering. How might we do that? The base issue that we’re dealing with is how to be sure that the solution to a dungeon problem is possible within the presently-accessible part of the dungeon. Oversimplified: how to ensure that the key Dot needs is on the right side of the door that it unlocks. The scheme we’re trying will allow the dungeon creation code to define a sub-region of the whole cell space, and build one or more rooms in that sub-region, and then connect them. Then we’ll place all the necessary components of the puzzle that lets us exit the sub-region. Probably we’ll identify where to put the exit at this point: I’m not sure. Then we define another sub-region and create more rooms. Solution components to that region’s exit can be placed anywhere in the existing sub-regions. Rinse, repeat. There is a lot of hand-waving there, and some aspects are almost certain to break parts of the… No comments yet. Log in to reply on the Fediverse. Comments will appear here.