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Posted 02 September 2011 - 04:43 AM
Posted 02 September 2011 - 07:04 AM
I have the path finding working, and the path is generated. But I have no idea how to do the next part. Actually finding the areas furthest away from the path. Any ideas/suggestions are appreciated!
Posted 02 September 2011 - 08:46 AM
Posted 06 September 2011 - 12:21 PM
Posted 06 September 2011 - 12:41 PM
Posted 06 September 2011 - 08:45 PM
Posted 06 September 2011 - 09:30 PM
Posted 06 September 2011 - 09:39 PM
My first intuition would tell me to experiment with Dijkstra maps - see here for a short article. Although this is not something I've experimented with, it seems like it might be suitable.
This doesn't really do anything to help you with your problem, but...
How about having the quality of the items in the chest depend on the distance the chest is away from the shortest path. That way people who want to just rip through a dungeon fast will still have some chance of finding goodies and people who take their time and explore get a better chance.
Just a thought...