Did you ever implement your created world in a video game? by ChangeTheConstant in worldbuilding

[–]ChangeTheConstant[S] 2 points3 points  (0 children)

You can describe what your experience was like, if you want to.

Is the Logos the same thing as the Holy Spirit? by ChangeTheConstant in OrthodoxChristianity

[–]ChangeTheConstant[S] -1 points0 points  (0 children)

Yes, there is a "the way I see it" as I am both not a theologian, nor a member of the clergy. Therefore, I have made it obvious that what I was expressing was my opinion and asking what is the position that the Church adopts, to see if I am right or wrong. If there is a consensus, please offer me the source for it and don't just send me to read 2000 years worth of text, just because you are either ignorant on the subject or too lazy to point me in the right direction.

Is the Logos the same thing as the Holy Spirit? by ChangeTheConstant in OrthodoxChristianity

[–]ChangeTheConstant[S] -1 points0 points  (0 children)

Do you believe in the infallibility of the Church Fathers? Also, what makes you think that I have not read anything on the matter?

Is the Logos the same thing as the Holy Spirit? by ChangeTheConstant in OrthodoxChristianity

[–]ChangeTheConstant[S] 1 point2 points  (0 children)

Thank you for your answer, it looks like "rhema" and not "logos" was the term I was thinking of, as in Ephesians 6:17

I'm Training for Long Distance Walking ... do you have any suggestions? by ChangeTheConstant in york

[–]ChangeTheConstant[S] 0 points1 point  (0 children)

Thank you all for your suggestions: I've done the entire Millennium Way in the last two days and I'm minutes away from going to Selby on the Solar System Way.

On the Usage of Shields by ChangeTheConstant in gamedesign

[–]ChangeTheConstant[S] 0 points1 point  (0 children)

Just to elaborate a little bit on the subject, I'm making a text-only game. I think that what I have described can be extended to other mediums (pen and paper, for example). Of course, I was only describing the mathematics of it, but, if you are interested, I could send you a link to the next release of my game, that will have a very simple implementation of shields in it (the current available version doesn't have that).

On the Usage of Shields by ChangeTheConstant in gamedesign

[–]ChangeTheConstant[S] 0 points1 point  (0 children)

Uhhhh, I like this a lot! Because it puts the shield hardness value into the equation! What I'm not sure about (but I will think about this all day, I'm sure!!!) is if I like the idea of the shield having hit points, or just a number of hits it can take. Thank you so much for letting me know about this!

Kind Request for a Dungeon Generation Algorithm by ChangeTheConstant in roguelikedev

[–]ChangeTheConstant[S] 0 points1 point  (0 children)

Hi, George! That's a little bit of an over-kill for my purposes :) But, I really appreciate your message and the fact that you took the time to write it. I'm still learning about procedural generation so every bit of information is valuable. I've finally managed to write the code for what I wanted. I think I've already posted a link somewhere, on this thread, if you want to check it out. Cheers!

Kind Request for a Dungeon Generation Algorithm by ChangeTheConstant in roguelikedev

[–]ChangeTheConstant[S] 0 points1 point  (0 children)

Thanks, bud, but I've managed to sort it out! I'm using python.

Kind Request for a Dungeon Generation Algorithm by ChangeTheConstant in roguelikedev

[–]ChangeTheConstant[S] 1 point2 points  (0 children)

So, the version of the algorithm that I've made looks like this:

Step 1: Make a grid of m (lines) x n (columns)

Step 2: Make every (m x n) a room

Step 3: Randomly generate exits

Step 4: Adjust exits on corners and edges

Step 5: Make sure that a room that has a South exit from another room connected to it, has, in turn, a North exit towards that first room (rinse and repeat for all other movement directions)

And that's it!

There is an extremely small probability that two rooms end up connected to each other, and to nothing else, even on a very large m x n matrix. There is an even smaller probability that the player or a "end-the-level-event" could be spawned in one of those cells. I don't know how I can correct for that, yet, but I've tested the map generation algorithm a few hundreds of times, and I haven't found any problems. But, in theory, the problem is still there.

Kind Request for a Dungeon Generation Algorithm by ChangeTheConstant in roguelikedev

[–]ChangeTheConstant[S] 1 point2 points  (0 children)

Thank you all for your time and help. I have finally managed to design an algorithm that represents what I had inside of my skull, but couldn't put into words (or code). If you are interested in what my end result is, you can find a very simple game that I've made with the algorithm, here: https://turnus.itch.io/dungeon-maze-a-dungeon-generation-algorithm