tst2005googlecode / andors-trail

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Random dungeon generator #12

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
If we somehow could automate the process of generating dungeons, we could use 
it either in-game to create dynamic dungeons, or we could use it as a pre-step 
to the map editor. This could reduce the total effort required to create new 
maps. 

Original issue reported on code.google.com by oskar.wi...@gmail.com on 20 Nov 2010 at 10:09

GoogleCodeExporter commented 9 years ago
Yes, it would make the game better. They're very easy to make in a title based 
environment. Recursive backtracking is a good way to make a maze. 

Original comment by ssjsk...@gmail.com on 1 Dec 2010 at 2:55

GoogleCodeExporter commented 9 years ago
ooo, a maze! Now that would be interesting map for a quest! As far as the 
dungeon goes there would have to be a good reason to go back into it other than 
exp. and currently the bosses dont respawn so what would be the point? and if 
the bosses do end up respawning only to drop the same item every time that 
kinda defeats the purpose as well. but changing the lay out every time would 
definately make it more interesting, "its like a box of chocolates. you never 
know what your gonna get." lol

Original comment by derrickv...@yahoo.com on 3 Dec 2010 at 2:24

GoogleCodeExporter commented 9 years ago
Adding on to derrickv...@yahoo.com's idea
It would be a great idea to have a higher lvl boss at the end of each
randomly generated maze (assuming it changes map layout). With vengeful
dialog that keeps the adventurer coming back.
Maybe each time you kill the monster some convenient phenomena happens to 
him when you leave his cave and he gets resurrected and transforms into a 
more powerful being! AWESOME, right?

Original comment by morex23...@gmail.com on 3 Dec 2010 at 1:56

GoogleCodeExporter commented 9 years ago
Reminds me of Arena in Might and Magic III (not Heroes). Some bartender gave 
the hint that nobody has won in round 76 of the arena so far. Of course, this 
urges players to go through the first 75 (kinda boring) rounds. (AFAIK there 
are 99). Kinda easy. Round 76, however, is different. I kept returning after 
level gains, but I couldn't *ever* win. Not even close, IIRC. That was 
motivating, really :) 

Original comment by balazs....@gmail.com on 21 Dec 2010 at 10:03

GoogleCodeExporter commented 9 years ago
Or you could have an area similar to the one in the original Zelda that in 
order to get out you had to travel across the map in a particular pattern 
otherwise the map would go on forever.

Original comment by joeybea...@gmail.com on 13 Jan 2011 at 7:06

GoogleCodeExporter commented 9 years ago
Please don't ruin your awesome game with this stupid idea. I detest randomly 
generated maps. If I am going back somewhere I want the layout to be the same 
as I remembered/explored it last time. I don't want to die the next time I go 
somewhere just because I made a "wrong turn"

No no no don't do this please Oskar it adds nothing but annoyance 

Original comment by nezkeys1...@gmail.com on 4 Sep 2011 at 2:48

GoogleCodeExporter commented 9 years ago
It takes away that feeling you get of having explored the area and learned it. 
It's not realistic to think an area would just randomly change.

Original comment by nezkeys1...@gmail.com on 4 Sep 2011 at 2:50

GoogleCodeExporter commented 9 years ago
There are 2 reasons to do it:
1) Create a challenging training dungeon, that would not be boring (every time 
you enter it, it would be different)
2) Reduce the work needed to create new dungeons - the random dungeon generator 
could generate the basic map that could be customized.

Original comment by SamuelPl...@gmail.com on 4 Sep 2011 at 1:22

GoogleCodeExporter commented 9 years ago
I think this would just be useful for pre-generating maps. Perhaps some certain 
quests with a storyline that explains why the dunegon is random? A wizard puts 
you to sleep and its all a dream for tranining for something as such.

Original comment by dssch...@gmail.com on 19 Mar 2012 at 1:17

GoogleCodeExporter commented 9 years ago
Here is a way to do this.  One corner of the map has a set of 30 to 40 maps 
that are interchangeable.  the other 3 corners are the same way.  how to 
implement interchangeability.  so maps 0 to 10 have x number of rooms but 
always exit to the same spot (it just the route that is different).  11to 20 
have this different spot to exit to the next corner map.  you get the idea.  
then its just adding stairs up or down and setting a flag for making sure 
whichever randomly matched up corners have only one up stair and one down 
stair.  Make it more complicated and fun have 9 or 16 blocks instead of 4 
corners.  with the same idea as above.  Seemingly random maps that just have 
interchangeable "parts".  add a flag for floor count that activates event based 
treasure, boss rooms, in dungeon shops, in dungeon events, or the dungeon exit. 
 Then good to go.  If you implement this I would be more than happy to add a 
crap load more to this game.  

Original comment by rastsan...@gmail.com on 22 Jun 2012 at 3:02

GoogleCodeExporter commented 9 years ago
A generator has benefits and drawbacks.
I have nothing against them personally.  It goes without saying that randomly 
generated dungeons are great for replay value.
Still... Morrowind, Oblivion and Skyrim all used hand made maps :)

Original comment by tantoedge on 12 Nov 2012 at 5:21