About: World Generation   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

World generation is the process that generates the layout and contents of the world. The general flow of how a world generation run goes is: 1. * For a given Preset, Tasks are selected; some mandatory, and a few optional ones. 2. * Each task generates a set of Rooms, and then linked together. 3. * Tasks get linked together based on Locks and Keys. Tasks that don't get a key for each of their locks get discarded. 4. * Background rooms are added to each task. 5. * Set pieces (both mandatory and optional) and teleportato pieces get assigned to rooms. 6. * The world generates a spatial arrangement from the graph, and converts it to tiles. 7. * Fixes islands in caves, and checks that rooms have enough space (restarting if not). 8. * Entities are added at ea

AttributesValues
rdfs:label
  • World Generation
rdfs:comment
  • World generation is the process that generates the layout and contents of the world. The general flow of how a world generation run goes is: 1. * For a given Preset, Tasks are selected; some mandatory, and a few optional ones. 2. * Each task generates a set of Rooms, and then linked together. 3. * Tasks get linked together based on Locks and Keys. Tasks that don't get a key for each of their locks get discarded. 4. * Background rooms are added to each task. 5. * Set pieces (both mandatory and optional) and teleportato pieces get assigned to rooms. 6. * The world generates a spatial arrangement from the graph, and converts it to tiles. 7. * Fixes islands in caves, and checks that rooms have enough space (restarting if not). 8. * Entities are added at ea
dcterms:subject
abstract
  • World generation is the process that generates the layout and contents of the world. The general flow of how a world generation run goes is: 1. * For a given Preset, Tasks are selected; some mandatory, and a few optional ones. 2. * Each task generates a set of Rooms, and then linked together. 3. * Tasks get linked together based on Locks and Keys. Tasks that don't get a key for each of their locks get discarded. 4. * Background rooms are added to each task. 5. * Set pieces (both mandatory and optional) and teleportato pieces get assigned to rooms. 6. * The world generates a spatial arrangement from the graph, and converts it to tiles. 7. * Fixes islands in caves, and checks that rooms have enough space (restarting if not). 8. * Entities are added at each of the nodes, and roads are drawn, avoiding certain rooms.
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