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Today we feature the Description for DCMG



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//                                                                           \\
//   A  D-R-A-G-O-N'S  L-A-I-R   P-R-O-G-R-A-M                               \\
//                                                                           \\
//            Dungeon Crawl MapGenerator ver1.0                              \\
//                                                                           \\
//   Written by: Howard N Smith                                              \\
//   Started: Friday, July 27 2001                                           \\
//   (C) 2001 Howard N Smith - DragonPhinn of the Apocalyptic Knights        \\
//                                                                           \\
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//                                                                           \\
//   Description:                                                            \\
//     This is a prototype for the NextGen MapGen for Serpent SDK.           \\
//     Dungeon Crawl will be the father, if you will, of Black Lance.        \\
//     I decided to build a weak version first for a number of reasons.      \\
//     For one thing I was copying and pasting the Serpent SDK coding which  \\
//     was becoming confusing for me, much less people reading the code.     \\
//     Ver1.0 and 3.0 still had the basic code, just barely tweaked.         \\
//     I decided to revamp the engine and rewrite everything from            \\
//     scratch with full commenting.                                         \\
//                                                                           \\
//     Much to my suprise, however, I began writing a BETTER engine than     \\
//     the Serpent SDK.  For example when I first wrote Serpent SDK          \\
//     there was a limit to the number of tiles, but now thanks to a         \\
//     submission from Neil, I can parse more efficiently, making an         \\
//     innumerable amount of tiles capable of being used.  Also, instead of  \\
//     using individual TImages for image storing, I am just using one       \\
//     large Tileset.  I downloaded these from www.eagleeyerpg.com.          \\
//     However, creation of them will be simple with a program that I        \\
//     plan to write.  Also, instead of the slow iteration of every tile     \\
//     that was passable and collidable, I now have a Collision map          \\
//     which will just quickly check a corresponding array for a 1 or a 0    \\
//     It's a little more effort on the editors part, but also a lot more    \\
//     flexibility.  For example, secret walls would have been awkward       \\
//     with the old detection engine.  Events, MY MAIN PROBLEM, might also   \\
//     be simplified thanks to Neil.  His StringToStringList function is     \\
//     very very useful.  Ok enough rambling on this topic, I think you      \\
//     get the idea.                                                         \\
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