Some questions about the roguelike and generating dungeons on BYOND:
1-How is the map if I do not set any .dmm? I set maxx and maxy to 40 and maxz to 5. My assumption was that it would be 5 levels of a 40x40 map and that I could do this kind of thing...
for(var/z=1 to maxz)
for(var/y=1 to maxy)
for(var/x=1 to maxx)
if(x ==1 || y == 1 || x == world.maxx || y == world.maxy)
new/turf/permanent(locate(x,y,z))
else new/turf/wall(locate(x,y,z))
...and fill the map, but it won't work. Then I tried to include a .dmm empty with the dimensions I wanted and filled from there. It did not work too.
I thought that each level on the map was a area and all I needed to do was to replace this area with something like /area/cave. But I might be totally wrong so please, correct me.
2- I'm using the text mode for my roguelike but it isn't pretty. I want to make something cool like the Brogue style. But I can't seem to fit the maptext perfectly on the turf size. This is problably because I don't know the size of the font...
I also read that I should use CSS in the maptext but I can't understand how to make everything in one tag, so can you show me how to change the color and size of the maptext in one css tag?
Any tips about style of roguelikes on BYOND is appreciated.
The way you assumed is correct. 5 maps of 40x40 squares. The z location in an atom's location would be the map it is on. So for instance, you are on the first map of the .dmm file, in the center, the player's location would be 20,20,1. To move to another Z level you would just increment the player's z variable.
Areas work uniquely from other atoms in the sense that each area is counted as 1 entity, no matter where it is placed. So you can have the same area on different maps, and they all count as one.
An example of this would be creating territory for players to dispute over. You could paint the map with the territory then count how many turfs the player has converted to keep track of their territory disputes.
You could attempt to place default turfs on a blank map, then change them to whatever you like to test map generation.
I also stumbled across a lib for generating maps randomly that might be able to give you a pointer in the right direction.
http://www.byond.com/developer/Dan/maze
I've never really handled working with a purely text game to the point that I need to adjust the view, but I would imagine it works much like any other game.
You can set the view like so:
Then you can lock the size of the window in the interface if you wish, once you find the size that seems to work for you.