This page:
Page history
Links to here

Last modified:
2008-05-14 at 23:30

Plans > 3.1 > LevelFeelings

See also thread of Message-ID: <fv5j94$agt$1@aioe.org>.

A vague proposal for future behaviour:

Right now, every item or monster adds to a "feeling" variable, which is then loosely converted into a textual feeling at the end of dungeon generation. I intend instead to make a routine which sweeps the dungeon afterward and counts up monsters and objects separately and prints more intelligent information, possibly with independent object and monster parts of the message. These would be not be given if you left the previous level by the same stairs you entered it from.

This kind of thing would make an interesting (and probably not too hard) project if anyone was interested.

Antoine wrote:

Mind you, I'd rather have some more informative feelings.

'You see troll spoor scattered about' 'The walls are slimy and covered in mould' 'Some great, scaly beast has passed this way' 'You sense that a valuable treasure is nearby'

Something like this might be on the agenda, but it seems like if you want that you're better off playing UnAngband.

Antoine wrote:

It seems pretty consistent with what you describe above. Sweep routine finds troll pit -> "you see troll spoor scattered about".

Interesting, but why not just have it do this if it runs into a sufficient number of trolls ... or even throw in a random factor, so 70 or more trolls gives the message, under 20 doesn't, and otherwise it has odds of 1d(trolls minus 20) in 50.

Then the message may indicate a pit, or a unique and escort, or even just a couple of large troll packs; it definitely indicates trolls, and a troll pit will definitely generate it (95 > 70), but it doesn't always indicate a troll pit.