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Cataclysm Devblog

Tuesday, October 12, 2010. A little insight into my monster spawning routines. The game holds a value next spawn, which is a turn number. When the player moves forward into new territory, the game checks to see if next spawn is less than or equal to the current turn. If it is, monsters get spawned, and next spawn is increased. I'd appreciate any feedback on the spawn system in Cataclysm. Do monsters spawn too often, not often enough? Does the increased spawn penalty for using noisy weapons feel fair?

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Cataclysm Devblog | cataclysmrl.blogspot.com Reviews
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Tuesday, October 12, 2010. A little insight into my monster spawning routines. The game holds a value next spawn, which is a turn number. When the player moves forward into new territory, the game checks to see if next spawn is less than or equal to the current turn. If it is, monsters get spawned, and next spawn is increased. I'd appreciate any feedback on the spawn system in Cataclysm. Do monsters spawn too often, not often enough? Does the increased spawn penalty for using noisy weapons feel fair?
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Cataclysm Devblog | cataclysmrl.blogspot.com Reviews

https://cataclysmrl.blogspot.com

Tuesday, October 12, 2010. A little insight into my monster spawning routines. The game holds a value next spawn, which is a turn number. When the player moves forward into new territory, the game checks to see if next spawn is less than or equal to the current turn. If it is, monsters get spawned, and next spawn is increased. I'd appreciate any feedback on the spawn system in Cataclysm. Do monsters spawn too often, not often enough? Does the increased spawn penalty for using noisy weapons feel fair?

INTERNAL PAGES

cataclysmrl.blogspot.com cataclysmrl.blogspot.com
1

Cataclysm Devblog: September 2010

http://cataclysmrl.blogspot.com/2010_09_01_archive.html

Tuesday, September 28, 2010. Enough people have asked about it, so I finally caved and decided to start a devblog for Cataclysm. If you're not familiar with it, Cataclysm is a roguelike. Subscribe to: Posts (Atom). View my complete profile. Simple theme. Powered by Blogger.

2

Cataclysm Devblog: October 2010

http://cataclysmrl.blogspot.com/2010_10_01_archive.html

Tuesday, October 12, 2010. A little insight into my monster spawning routines. The game holds a value next spawn, which is a turn number. When the player moves forward into new territory, the game checks to see if next spawn is less than or equal to the current turn. If it is, monsters get spawned, and next spawn is increased. I'd appreciate any feedback on the spawn system in Cataclysm. Do monsters spawn too often, not often enough? Does the increased spawn penalty for using noisy weapons feel fair?

3

Cataclysm Devblog: Hello, World!

http://cataclysmrl.blogspot.com/2010/09/hello-world.html

Tuesday, September 28, 2010. Enough people have asked about it, so I finally caved and decided to start a devblog for Cataclysm. If you're not familiar with it, Cataclysm is a roguelike. Subscribe to: Post Comments (Atom). View my complete profile. Simple theme. Powered by Blogger.

4

Cataclysm Devblog: Segfault caused by std::vector copying?

http://cataclysmrl.blogspot.com/2010/10/segfault-caused-by-stdvector-copying.html

Friday, October 1, 2010. Segfault caused by std: vector copying? Std: vector point plans2 = plans;. Would always be at the root of the problem (the backtrace also produced erroneous line numbers, for some reason, making it hard to debug). Having replaced these lines with stuff like. Std: vector point plans2;. For (int i = 0; i plans.size(); i ). I hope I've solved the issue for good, and eradicated my last known segfault. This should reduce crashes to 1% of what they used to be! View my complete profile.

5

Cataclysm Devblog: Monster Spawning

http://cataclysmrl.blogspot.com/2010/10/monster-spawning.html

Tuesday, October 12, 2010. A little insight into my monster spawning routines. The game holds a value next spawn, which is a turn number. When the player moves forward into new territory, the game checks to see if next spawn is less than or equal to the current turn. If it is, monsters get spawned, and next spawn is increased. I'd appreciate any feedback on the spawn system in Cataclysm. Do monsters spawn too often, not often enough? Does the increased spawn penalty for using noisy weapons feel fair?

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GitHub - Whales/Cataclysm: A post-apocalyptic roguelike.

https://github.com/Whales/Cataclysm

Http:/ cataclysmrl.blogspot.com. Use Git or checkout with SVN using the web URL. Mar 27, 2013. Failed to load latest commit information. A couple more files. Jan 18, 2013. Fixed Makefile, MOTD. Aug 26, 2012. Mar 28, 2013. Fixed problem with blood etc covering up items. Sep 25, 2012. Some UI improvements, configurable options. Aug 26, 2012. Oct 12, 2010. Some bugfixes, edit keybindings via help menu. Aug 7, 2012. Some bugfixes, edit keybindings via help menu. Aug 7, 2012. Defense mode. Keybindings. Sep 24...

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Tuesday, October 12, 2010. A little insight into my monster spawning routines. The game holds a value next spawn, which is a turn number. When the player moves forward into new territory, the game checks to see if next spawn is less than or equal to the current turn. If it is, monsters get spawned, and next spawn is increased. I'd appreciate any feedback on the spawn system in Cataclysm. Do monsters spawn too often, not often enough? Does the increased spawn penalty for using noisy weapons feel fair?

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