Hah, yes, the levels for QUEST were input before I implemented a level editor. (When I saw the 'Neather code, it reminded me of what I'd done here.)
I first drew the game levels on graph paper. (Some of these pages are featured in post-mastery areas of the DROD games.) Then I just typed up the levels in the text editor. Easy! What more could one need?
I know you showed me this long ago, but I'm really getting it now... It was some sort of weird pre-determined thing that we were going to work on DROD together.
Ah, yes! I remember I showed you some of these levels in person to share some legacy work. You gave me a great suggestion at the time, which I also still remember:
(paraphrasing)
Given the real-time movement taking place in a discrete space, providing a musical rhythm or a beat that would indicate to the player when the monsters are moving would be a nice UX affordance.
(When I saw
Crypt of the Necrodancer, I thought, "
Yes, that works great. Erik was Right."
)
____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
[Last edited by mrimer at 01-29-2021 08:17 PM]