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Mining is dead, but it can be revived!
#9
(12-24-2017, 04:24 PM)Frank_Stein Wrote: Nah, I mean the generation of the terrain. Progression through the dungeon would be on a floor by floor basis. So you enter from the station, then go to another z-level where a dungeon floor has been prepared. In that floor is a staircase that goes deeper in, to a second floor in the same z-level that's generated while you're in the first, and upon entering that, the first area is regenerated into a third floor, and so on and so forth creating an infinite dungeon.

And occasionally an extra exit is made that takes you instantly back to the station, but requires restarting from the beginning.

(12-24-2017, 07:47 PM)atomic1fire Wrote: I'm okay with roguelike mining as long as miners can carry swords to fight asteroid monsters with. SS13 minecraft edition.

Not that this isn't a bad idea or anything, but it's a bit off topic from the original post now. I'd like to move back on track, what can we do to improve mining? I feel having a new Z level can help out a lot plus we don't need every single asteroid randomized, only areas of some of them. I would like to think with the optimizations done now that it won't cause the game a long time to load into the shift.
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RE: Mining is dead, but it can be revived! - by Silvercloud29 - 12-24-2017, 10:28 PM

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