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@Timberjaw
Timberjaw / gist:1216204
Created September 14, 2011 09:42
Dungeonator Notes - Credits
Tools:
* JNBT - Graham Edgecombe - http://jnbt.sourceforge.net/
* NBTedit - copyboy - http://www.minecraftforum.net/topic/6661-nbtedit/
People:
* Raphfrk - Technical feedback
* PassivePicasso - Technical feedback / design feedback
* MageRooster - Design feedback
* And many others
@Timberjaw
Timberjaw / gist:1210991
Created September 12, 2011 10:42
Dungeonator Notes - Biomes
Characteristics
1. Semi-arbitrary cuboid volume measured in multiples of room size (X/Z of 16, Y of 8)
2. Ground, ceiling, and walls obscuring Dungeon interiors
3. Tunnels/doorways selectively carved out to match adjacent Rooms
4. Generally concave ground area
5. Biome 'bleed' into surrounding rooms to smooth transition: dirt, snow, etc
Biomes
* Cave (Tunnels) - ores (iron, gold, diamond), mushrooms, silverfish
* Cave (Caverns) - ores (iron, gold, diamond), mushrooms, silverfish
@Timberjaw
Timberjaw / gist:1210729
Created September 12, 2011 07:08
Dungeonator Notes - Room Sets & Reservation
Table: reserved_rooms
Fields: x y z library_id
Reservation Process:
1. On random chance, designate current generating room as a set room
2. Get random set
3. Check set bounds
4. Loop through necessary room coordinates to fill bounds, checking for existing or reserved rooms
5. If invalid, bail and generate a normal room
6. If valid, mark rooms as reserved
@Timberjaw
Timberjaw / PAC-API-Overview
Created August 28, 2011 08:32
PAC - API Overview
PAC
public void addCategory(String category);
public void addCard(ICard card);
interface ICard
public String getName();
public String getMessage();
public String getCategory();
public void activate();
public void deactivate();