Interesting random maps are one of the things that make roguelike games unique. They add greatly to the enjoyment of the game since the player will always be able to face fresh challenges and different problems.
But random maps are far from easy to implement. In most conventional games, you would have a level designer who can create cunningly crafted scenarios. In any roguelike worthy of the name, the programmer must take on the daunting task of creating a "virtual level designer" which will be able to build unlimited numbers of interesting dungeons and mazes with nothing more than a random number generator……
In this article, I’ve documented the technique that I am developing for use in my own little roguelike called Tyrant. I doubt it’s a truly original idea, but I have never seen this exact algorithm used for creating dungeons before.
When most people start to think about what to build, they often come up with a huge, dramatic idea. It might be a castle or huge fortress, and then they quickly get overwhelmed. They think they need to see the design in their head start-to-finish or know exactly what they need to do. I used to do that all the time!
The problem is, people think “bigger is better”, but in Minecraft that idea can kill all the fun. Don’t get me wrong: it can be fun to make a large structure. But you don’t want to come up with an idea so huge that you aren’t able to finish it, or to even get started!
I want to make sure you are never again short on awesome, fun ideas for things to build in Minecraft! I guarantee you’ll have more than enough ideas by the time you finish reading this article! Don’t even worry about reading the whole thing. If you find something you like, just go with it and strike while the iron’s hot!
One of the easiest ways to come up with ideas of things to build in Survival mode is to go by your current needs.
I’m a sucker for an old-school text-mode console game. Text-mode games rendered their "graphics" by drawing text characters at different positions on the screen using 16 background and foreground colors. They’re also easier than ever to build in C# and .NET, thanks to the System.Console class, which lets you position the cursor, do animation by moving blocks of the buffer, use colors and special characters, and handle input from the user. In this tutorial post, I’ll walk you through all of the tools you need to create a retro MS-DOS style text-mode video game, including a complete game that you can build yourself.
The Apache OpenNLP library is a machine learning based toolkit for the processing of natural language text. It supports the most common NLP tasks, such as tokenization, sentence segmentation, part-of-speech tagging, named entity extraction, chunking, parsing, and coreference resolution. These tasks are usually required to build more advanced text processing services. OpenNLP also included maximum entropy and perceptron based machine learning.
The goal of the OpenNLP project will be to create a mature toolkit for the abovementioned tasks. An additional goal is to provide a large number of pre-built models for a variety of languages, as well as the annotated text resources that those models are derived from.
Welcome to Xeno’s Guide to 51 Warlock.
This is an alternate spec for peeps that would like to try a DOT based class . This class boasts high survivability, everything heals the mage while pumping out massive and consistant DPS. Also it does not need pillaging stones! (alternate builds with it have shown me worse DPS than other modifiers I can get elsewhere for this build).
Lastly, its got a rediculously easy rotation. For those having trouble with more complex specs, you may loose a little DPS doing this spec, but you’ll find it super easy to perform and more attention can be spent on mechanics etc making this a decent progression build too.
This is a DOT (damage over time) build I’m trying out. Most mobs drop before they can touch me. Fun stuff.