Mooses2k / SecretHistories

First-person stealth/combat roguelite
Other
14 stars 11 forks source link

better procedural room generation based on type/purpose of room #38

Open Mooses2k opened 3 years ago

Mooses2k commented 3 years ago

https://www.archmagerises.com/news/2021/6/12/how-to-procedurally-generate-and-decorate-3d-dungeon-rooms-in-unity-c

There's a lot more links like above, somewhere else...

Table V. F.: Chamber or Room Contents 1-12 Empty 13-14 Monster only 15-17 Monster and Treasure 18 Special 19 Trick/Trap 20 Treasure

Worldgen should set a purpose for each room.

EMPTY ROOMS

50-60% 'empty' rooms (garbage, some furniture, rubble, statuary, plant and fungal life, body parts, greasy pots, shadowy portraits, bloodstains, scent of brimstone, fresh flowers, broken mirrors, too clean, on fire, empty empty)

"The rooms are supposed to be unoccupied, without monsters, but that doesn't mean they're empty of furnishings, puzzles, clues, useful tools, etc.".

"these rooms are all demolished apartments or utility rooms, with shattered and useless furnishings, and 0-3 human skeletons."

Corridors

What's found in corridors? Rubble, cover and concealment, roots, mushrooms, partial cave-in clues to what's nearby, improvised barricades and cover, crates, barrels, sacks, broken furniture

Some rooms and notes thereon

Room purposes are a mix of original use and current use. Following the name are notes about what's commonly found within. We need a RoomRequirement for "Delaunay connecting room is (or is NOT) of certain RoomPurpose" Any currently used room will likely have at least one candle, lit or not. Wall candle sconces are common near doorways unless otherwise noted. Rubble means broken bricks, dirt mounds and patches, broken furniture, wooden beams, broken mirror, etc *indicates first ones for demo +means try hard to have this item, place it first (unless candles or something else that needs to sit on top of something else)

Original purpose

30% empty Entry/vestibule (2x2 max, 2+ doors) - +grate wall and door, mural/engraving, statue, stone bench, wall font, floor candelabra Alcove (1x2 max, 1 door) - +no door, stone bench, statue, stone coffer, floor candelabra, rubble, bones Crypt (1 door) - +sarcophagus, stone coffer, stone bench, mural/engraving Catacomb (2xn max) - +catacomb walls, +catacomb pillars, rubble, bones Altar/Chapel - +altar OR +pedestal, statue, stone bench, raised floor, lowered floor, brazier, floor candelabra, silver or gold goblet, stone coffer, knife OR dagger Shrine (3x3 max) - pedestal, statue, raised floor, brazier, floor candelabra, candelabra, silver or gold goblet, knife OR dagger Meditation chamber (2x2 max, 1 door) - rug, stone bench, candelabra, statue Sacrificial pit - +open pit, rope, mural OR tapestry Statue gallery - +statue, floor candelabra OR brazier Museum - +mural, +pedestal, +statue, skull, coin, book, weapon, armor Bestiary (no wall lighting, never used by cultists) - broken gate, skeleton, bench, baskets, crate Crematorium - +cremation furnace, +bones, tongs Robing room (2x2 max) - wardrobe, coat rack, bench Chantry - +altar, +hymnal, +candles, funeral brasses, silver or gold goblet, tapestry, stone bench, censer, bones Record room (3x3 min) - +bookcase, desk, table, chair, book, journal, note, scroll Fountain (2+ doors) - +fountain, wall font, lowered floor, jug *Well (2x2 max) - +well OR +broken well, lowered floor, bucket, jug Throne room - +throne (sits middle of shortest wall furthest from doors), raised dias, rug, floor candelabras, weapon rack, statue Gallery (chooses biggest room, must be tall) - altar OR statue OR fountain OR sarcophagus, raised dias, brazier OR floor candelabra Vault/strongroom (2x2 max, 1 door) - +strong door, stone coffer, tapestry (rolled), jug Secret room (2x2 max, no wall lighting, never used by cultists) - +secret door Jail corridor (no wall lighting) - rubble, bucket, bench Jail cell (no wall lighting, 1 grate door) - bones, broken furniture, jug, bucket, lowered floor,

Current use

60% unused Animal Den (no wall lighting) - rubble, bodies, dead rats, dead snakes, wasp nests Slaughterhouse (prefer fountain or well) - hanging chains, sawhorse, drying rack, bucket, meat hook, knife Kitchen - +campfire, cauldron, firewood, table, pot, pan, dishes, utensils, food, crate, barrel Larder/Pantry (3x3 max, 1 door, no wall lighting) - meathook with meat and barrel of lard OR crate, barrel, sack of dry goods Storeroom (1 door) - crate, barrel, cabinet, bin, jug, consumable, components Mess hall (chooses biggest room) - +long table, table, floor candelabra, barrel, sack, chair, cabinet, dishes, pot, jug, utensils, food Private dining room (3x3 max) - +table, +cupboard, floor candelabra, chair, weapon (on wall) Garbage room/privy (no wall lighting) - +rubble, bones, dead rats, dead snakes Fighting pit (3x3 min, prefer sacrificial pit) - +open pit, railing, bench Study (3x3 max) - bookcase, desk, table, chair, book, journal, globe, mannequin, coat rack, medical model, bottle of whiskey, weapon, ammo Library (3x3 min, prefer records room) - +bookcase, desk, chair, book, journal, note, scroll Divination room (no wall lighting, prefer crypt or chantry) - +hypergeometric symbols, knife OR dagger, corpse, bones, chalk Laboratory (prefer empty or vault) - +table, +desk, bookcase, alchemical apparatuses, book, journal, note, potions, strange device, containers of liquids Smithy (max 2x3, prefer empty) - +forge, +bellows, +anvil, tool, bucket, weapon rack, armor rack, weapon, armor, sack of components Workshop (max 2x3, prefer empty) - +sawhorse, +table, +cabinet, +tool, sack of components Robing room (2x2 max, prefer robing room) - +robe, dresser, wardrobe, mannequin, stool Temple (3x3 min, prefer shrine/chapel) - +hypergeometric symbols, +effigy, blood drawn ramblings, blood, bones, shredded paper, knife OR dagger, chalk Meditation chamber (1 door, no wall lighting, prefer meditation chamber) - rug, pillow, candle, rubble, dead rats, corpse, bones Sacrificial pit (no wall lighting) - chandelier, weapon, corpse, bones, blood Lounge - armchair, sofa, end table, cupboard, globe, bottle of whiskey Trophy Room (prefer museum) - effigy, pedestal, weapon, firearm, silver or gold goblet, coin, skull, potion, strange device, dead rat Armory (2x2 max, 1 door, locked, prefer vault) - weapon rack, armor rack, chest, wardrobe, weapon, firearm, strange device, ammo Treasury (2x2 max, 1 door, locked, prefer vault) - +chest, stone coffer, table, crate, barrel, strange device, coin Pen/Prison (chooses biggest room, no wall lighting) - +cells, cage, chains, manacles, meat hook, padlock, key Torture chamber - iron maiden, pillory, manacles, weapon, tool Barracks - +beds 4x+, stone coffer, wood footlocker, wardrobe, stool, chair Private bedroom (3x3 max) - +fancy bed, wardrobe, mannequin, mural OR tapestry Training/exercise room - training dummy, scarecrow, mannequin, weapon, rock, bones, blood, sack of components Bath (1 door, prefer fountain or well) - +bathtub, +campfire. +bucket, rug Closet (1 door, no wall lighting) - broom, crate, barrel, dishes, pot, jug, rubble, candle Conjuring room - hypergeometric symbols, strange device, chalk, bottle of blood, bottle of whiskey, corpse Game room - table, chair, knife OR dagger, bottle of whiskey, pillory, corpse, blood *Guard post and killzone (2x2 max, 2+ doors) - +grate wall and door, weapon rack, ammo

Unused at the moment

Area-denial ‘moat’ Kennel/stables oubilette pool courtyard forge/kiln antechamber audience chamber aviary cistern court great hall observatory reception room refectory salon sitting room solarium waiting room studio/workroom

https://www.drivethrurpg.com/product/269764/Tricks-Empty-Rooms-and-Basic-Trap-Design

Some crypt ideas:

statue and curtain rooms from https://www.rockpapershotgun.com/give-yourself-a-present-with-this-ps1-style-twin-peaks-game

PREFABS BY FURNITURE

Table - bench OR chairs, place settings (mess hall, dining room), kitchen prep stuff (kitchen) desk reading and writing (study, library, records room) work stuff (workshop), storage (storage room) Long table - bench OR chairs, place settings (mess hall, dining room) High table - work stuff (workshop), kitchen prep stuff (kitchen) Desk - desk writing and reading (study, library, records room) Bookcase - just books (library), books and stuff (study and records room) Cupboard - pantry (kitchen, larder, pantry), place settings (mess hall, dining room), small item storage (storage), bar (game room, lounge), bodies parts/skulls/bones Bed - bunk bed, blanket, chest, trunk (barracks), standalone bed, blanket (bedroom) Wardrobe - private (private bedroom, barracks), robing (robing room) Dresser - private (private bedroom) Campfire (usually center of room) - cooking (kitchen), enjoyment (lounge), destruction (trash room, iconoclasts room) Sofa - points towards fire or center of room Console table - bar (game room, lounge), decoration (corridor, game room, lounge, private bedroom, mess hall, study, trophy room) Sarcophagus - desk reading and writing (study, laboratory), place settings (larder, mess hall, lounge), creepy candles (divination room), bathing (bath) Altar - original religion (altar and chapel), corrupted (temple, summoning chamber), iconoclasty (iconoclasty room) Pedestal - original religion (altar and chapel), corrupted (temple, summoning chamber), iconoclasty (iconoclasty room), museum original (museum), trophy room (trophy room) Statue - unadorned, offerings, defaced Fountain - untouched, corpses, coins, trash Well - wet, dry Bathtub - normal, filthy, corpse

Mooses2k commented 1 year ago

Also, please add to your list RequirementMinDoorways and RequirementMaxDoorways

Maybe RequirementMinDLvl and MaxDLvl meaning these will spawn no earlier or later than n dungeon level when we have those

Should RequirementPlaceFirst be one or should we just do that with the order they appear?

RequirementSymmetry might be useful but harder to do. Bilateral symmetry, aka door in the center of the wall 6-wide wall or similar layouts

RequirementBranch for stuff only found in a certain dungeon branch?

Probably should have RequirementRoomPurpose so that when Purposes overlap, this one can overlap a specific other one?

Maybe Should Have Pillars should be more clear and either mean Must Have Pillars or Must Never Have Pillars because most rooms won't care and will be fine for either

Also, how are you going to stuff from here, above, looking under Original purpose and Current use, how are we going to have things like No Wall Lighting and most importantly, what items can be found within and whether it's required or optional?