this method is also handy in gauntlet clones
i myself would use 0-255 (well the hex equivelant) to define objects
00 in hex = floor FF wall
that then gives you 254 other values for bits inbetween
(optional) player start point (which is also a floor tile when not the start)
exit
monster a start points (also a floor tile when it moves)
monster b " " " "
monster c " " " "
monster d " " " "
monster a generator (and perhaps levels of degredation)
monster b generator etc
food
potions
heal packs
afaik in the olden days levels were kinda layed out like this, simple random looking chunks of ascii that the game understood as destructable wall
i doubt youd ever need to fill all 256 options, without counting i dont think gauntlet needed more than 32
edit:
im defining monster and hero starting squares in the maze data but you could have
level layer
object layer
monster layer
but i find it easier not to worry about a monster being one grid out and finding itself on a wall ;)
i myself would use 0-255 (well the hex equivelant) to define objects
00 in hex = floor FF wall
that then gives you 254 other values for bits inbetween
(optional) player start point (which is also a floor tile when not the start)
exit
monster a start points (also a floor tile when it moves)
monster b " " " "
monster c " " " "
monster d " " " "
monster a generator (and perhaps levels of degredation)
monster b generator etc
food
potions
heal packs
afaik in the olden days levels were kinda layed out like this, simple random looking chunks of ascii that the game understood as destructable wall
i doubt youd ever need to fill all 256 options, without counting i dont think gauntlet needed more than 32
edit:
im defining monster and hero starting squares in the maze data but you could have
level layer
object layer
monster layer
but i find it easier not to worry about a monster being one grid out and finding itself on a wall ;)