I’m sitting in the Amtrak station, a full hour and a half away from my connecting train, waiting oh so patiently while (not) discreetly oggling attractive passers-by. I’m on an insecure network; if someone takes over the site and turns it into a warez portal, well, we can expect the site to be better for it.
The holiday season was festive, provided festivals in your clan involve massive amounts of sleep followed by more sleep, interrupted by small portions of food before continuing this whole sleep fad. I’m making my way back to NC now, hoping this Amtrak experience does not mimic the last, which was a harrowing 13-14 hour journey that I probably haven’t complained enough about. It was bad. Really bad. Ok, I’m done.
I picked up Wario Land: Shake It, which is beautiful if not overly simplistic, but I haven’t played it enough to provide an informed opinion. I also procured Resident Evil: Degeneration, which managed to fly under my radar. I’ll be watching it on the train, and I’ll provide my impressions as soon as it is most convenient to me. Wait for it.
I played around with a random dungeon generator on the ride up. I’ve written a couple before - for one, there’s source code laying around on an old site, but it’s bad code. I made another for a cell-phone game which was a bit simpler, but the generated dungeons were not quite as robust. With this one, I’m trying to get decent efficiency (a quality both prior implementations lacked to some degree) while keeping the robustness of the first implementation. The basic algorithm is to pick a random room template, pick a random exit currently on the map, and try to fit the template over the exit. The biggest speed issue is making sure a room candidate does not collide with other rooms. Since I’m working with a large 2D array, there’s not much way around a brute-force check, though I can probably do a coarse bounding-box check over nearby placed rooms before doing the tile-by-tile check.
It just doesn’t compare to private practice.