--- Log opened Sat Apr 11 00:00:08 2009 |
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18:54 | <@Derakon> | Mmmph... |
18:55 | <@Derakon> | I have a huge file of constants, which I want to split up and move to be closer to the modules they actually are relevant for. |
18:55 | <@Derakon> | For example, moving minTunnelWidth from constants.py to treenode.py (where the tunnels are carved out). |
18:55 | <@Derakon> | Problem is, minTunnelWidth is expressed in terms of blockSize, which is a constant that needs to stay in constants.py. |
18:56 | <@Derakon> | But constants.py also has some constants that depend on minTunnelWidth. So I have a circular dependency. |
18:56 | <@Derakon> | How do I fix this? |
18:59 | <@Derakon> | I really wish Python did multi-pass. >.< |
19:13 | | * Derakon mutters, reverts changes, will simply have to live with a 256-line-long constants.py file. |
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20:20 | | * Derakon speeds up maze generation by a factor of about 45. |
20:21 | <@Derakon> | 432x312-block map made in 25 seconds, and by far the biggest timesink now is seed expansion (at a bit under 7 seconds), followed by instantiating blocks (4s), selecting block types (3s), and creating the tree structure (3s). |
20:26 | | * Derakon compares map generation time to what he had four days ago. |
20:26 | <@Derakon> | Down from 34 seconds to 23.5 seconds for the same map. Awesome. |
20:50 | <@Derakon> | 1440x1040-block map made in 18 minutes and 6 seconds. Whee! |
20:55 | <@Derakon> | Holy glayvin that's a big map. |
20:55 | <@Derakon> | I'd share it, but it's a 40MB PNG... |
21:16 | <@Throbulator> | ... |
21:24 | <@Derakon> | Well, okay, here it is at 1/50th scale: http://derakon.dyndns.org/~chriswei/games/jbrl/mapgen29a.png |
21:25 | <@Derakon> | At this size, each pixel is about one block. |
21:25 | <@Throbulator> | I think you should switch from a Metroid-style game to a SimAntFarm game. |
21:26 | <@Derakon> | Heh. |
21:26 | <@McMartin> | Yeah, that's getting pretty firmly into "I wouldn't play it" levels. |
21:26 | <@Derakon> | Heh. |
21:27 | <@Derakon> | Yeah, this was more an experiment in extremes. |
21:27 | <@Derakon> | Realistically I don't think maps would ever be more than even a fifth this size. |
21:29 | <@Derakon> | (That is, a fifth in both directions, so 1/25th total area) |
22:04 | | * Derakon facepalms at someone who doesn't understand why I'm working on this project, because it's in 2D and nobody ever buys 2D games nowadays. |
22:16 | <@jerith> | ... |
22:30 | <@ToxicFrog> | ... |
22:30 | <@ToxicFrog> | Send them a link to Aquaria~ |
22:47 | <@Derakon> | I did mention Aquaria, yes. |
22:57 | <@McMartin> | Send them a link to Braid, too, which just came out for PC last night. |
22:57 | <@McMartin> | Also World of Goo, also Basically Every Casual Game Ever |
22:57 | <@Derakon> | Enh, that conversation got dropped as soon as I realized that the guy on the other side was there to talk, not listen. |
22:58 | < Alek> | WoW can be a pretty casual game. >_> |
22:59 | <@McMartin> | "Casual" is a genre, and a pretty severely misnamed one. |
22:59 | <@McMartin> | Since it is not only possible but unnervingly common to see hardcore casual gamers. |
22:59 | <@Derakon> | It largely refers to games with little adhesion. |
22:59 | <@Derakon> | So you can fire up the game, play it for fifteen minutes, drop it, and not miss anything. |
22:59 | <@McMartin> | (These are the people that spend 70 hours figuring out how to perfect every board in Peggle, etc.) |
23:03 | | * Derakon mutters, ponders how to make rooms more interesting. |
23:03 | <@Derakon> | Since at the moment they're just "large open spaces", which isn't really any fun at all. |
23:04 | < Alek> | stalactites/gmites, pillars, furniture. |
23:04 | <@Derakon> | I'd like to make an algorithm to make Metroid 2-style buildings-in-rooms (see east side of map: http://www.gamefaqs.com/portable/gameboy/file/585799/28694 ) but I haven't figured that out yet. |
23:08 | | * Derakon eyes that map. "M2 only had seven major powerups. Interesting." |
23:11 | <@ToxicFrog> | ...that's all?Really? |
23:12 | <@ToxicFrog> | Is that counting beam weapons? |
23:12 | <@Derakon> | Not counting missile or E-tank expansions, you have the bomb, spider ball, varia, high jump, spring ball, space jump, and screw attack. |
23:12 | <@Derakon> | Ahh, no, it's not. |
23:12 | <@Derakon> | Only the ice beam is required, though. |
23:12 | <@ToxicFrog> | And you start with the basic morph ball? Huh. |
23:12 | <@Derakon> | The others are just various more efficient ways to shoot things. |
23:12 | <@ToxicFrog> | It's been years since I played, though. |
23:12 | <@Derakon> | Yeah, and 30 missiles. |
23:12 | <@ToxicFrog> | (it was my first Metroid) |
23:13 | <@Derakon> | There's supposedly a fan remake in the works called SR388, but aside from a very shiny-looking trailer that was (so I've read) manually put together, I haven't seen anything. |
23:15 | <@Derakon> | Lessee...Metroid 1 had the morph ball, missiles (count here because you don't start with them), bomb, varia, high-jump boots, screw attack, and ice/wave beams (wave, again, just a more efficient way to kill things). |
23:17 | <@Derakon> | Oh, and the long beam. I always forget that one. |
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23:24 | <@McMartin> | And of those, only the morph ball and missiles are *technically* required to win. If you abuse the leeg out of various glitches. >_> |
23:24 | | * Derakon coughs. |
23:24 | <@McMartin> | (I'm counting the "take only the morph ball and kill Kraid for your missile supply" as getting missiles.) |
23:24 | <@Derakon> | (Yeah, I figured) |
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--- Log closed Sun Apr 12 00:00:22 2009 |