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You don't have to use an ExitTrigger object; that's just an example of use for runtime generation. You can write your own logic that handles how and when to generate a new map. Have a look at the RuntimeGeneratorBehaviour.cs script to see how it's done.
Hello,
yes, we are thinking of ways to enhance this aspect. Currently, this is done by taking a random starting place and the farthest point from it as the exit using a heuristic, which doesn't however always work.
I think we'll make the entrance-exit part a post-processing phase (think of an add-on to the interpreter), so that we can safely implement methods such as dungeon-traversing and so on.
I like your second suggestion, I'll try to enforce that configuration aspect too.
Thank you for your suggestions!
yes, we are thinking of ways to enhance this aspect. Currently, this is done by taking a random starting place and the farthest point from it as the exit using a heuristic, which doesn't however always work.
I think we'll make the entrance-exit part a post-processing phase (think of an add-on to the interpreter), so that we can safely implement methods such as dungeon-traversing and so on.
I like your second suggestion, I'll try to enforce that configuration aspect too.
Thank you for your suggestions!
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