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How: Diablo-style (Random) Dungeons #98205
11/10/06 06:36
11/10/06 06:36
Joined: Sep 2006
Posts: 106
FairyLand!!!
RruthH Offline OP
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RruthH  Offline OP
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Joined: Sep 2006
Posts: 106
FairyLand!!!
Hello!

I was wondering how they made the dungeons in Diablo. Every new game you start is a new dungeon. How did they code a dungeon/level random-izer?
Any idea? pls post here tnx!

Re: How: Diablo-style (Random) Dungeons [Re: RruthH] #98206
11/10/06 08:14
11/10/06 08:14
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
Actualy , I think , they didnt exactly made it random I've noticed that some times the 'dungeon' is the same. And (my opinion) there are maby 10 variations of a level and the app just chooses randomly based on that,and then aligns the rest of the levels with that level (checking to see if it rotates the opposite direction (this way will lead back to the first level,and cannot continue)to place the levels in that order so that they lead away from the city)

PS.: There are ways to make some sort of algorythm to generate random 'mazes' but you have to ask for that in Scripting its a little complicated...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: How: Diablo-style (Random) Dungeons [Re: EpsiloN] #98207
11/10/06 08:44
11/10/06 08:44
Joined: Sep 2006
Posts: 106
FairyLand!!!
RruthH Offline OP
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RruthH  Offline OP
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Joined: Sep 2006
Posts: 106
FairyLand!!!
Aahh...ok.

Wow, you noticed? That's one sharp eye. (i mean two )

Re: How: Diablo-style (Random) Dungeons [Re: RruthH] #98208
11/10/06 09:06
11/10/06 09:06
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
Dont make fun of my english I cant be perfect in everything


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: How: Diablo-style (Random) Dungeons [Re: EpsiloN] #98209
11/12/06 02:45
11/12/06 02:45
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline
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MadMark  Offline
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Toronto
Epsilon, chill dude.
I don't think that he was making fun of your English. He seemed a bit surprised at your observation, and was paying you a compliment.

I'd sure be interested in seeing how this could be done also. It would be great to create a couple dozen rooms and then call them as needed to make a maze.

Cheers!
Mark


People who live in glass houses shouldn't vacuum naked.
Re: How: Diablo-style (Random) Dungeons [Re: MadMark] #98210
11/12/06 18:54
11/12/06 18:54
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
I have an idea how it could be done in 3DGS. Lets suppose there is a town at the origin of the level (4 town levels with exits in each direction...one with exit to the east,one west...) Random() creates one of those 4 and a variable is set to check which town has been created. Then according to the town create the next level in the chosen direction with an entrance where the town exit is (3 levels,with exit at the other directions) and chooses from 3 to continue in a random direction. Then the 3-rd part,so that it wont rotate in a circle should check to see if in any direction there is a level,to place the exit of this level in the opposite direction,where its empty. This way if you make even more variations to the levels (eg. x2 for every direction or x3) the world will be diffrent every time and the chance of repeating the next start of the game will be minimal if you make more variations. I think Diablo isnt exatly like that. I think it chooses 2-3 random values at the start and creates the same world every time according to those random values. Eg , it chooses the towns exit to be to the east , and creates the following levels the same way as the last 'east' value was chosen.(Not only by the town but based on a few more levels)

PS.: The games with random levels were created years ago , now noone makes them that way and it is boring after you finish a game to start it again. Everything will be the same as the last time you played , except your character.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: How: Diablo-style (Random) Dungeons [Re: EpsiloN] #98211
11/14/06 00:04
11/14/06 00:04
Joined: Nov 2006
Posts: 50
Brasil
Maloke Offline
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Maloke  Offline
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Brasil
There is an old game (but one of the best in my opinion) that the levels are always random... someone remember the X-Com: Ufo Defense ?
I think they made a lot of "blocks", like, one with a big house, another with some stores, or 2 little houses, the other only with grass, and them they just randomize each of the levelīs block.
There are like 10 blocks with different houses...and on the end the levels are neve the same!

Re: How: Diablo-style (Random) Dungeons [Re: Maloke] #98212
11/14/06 01:16
11/14/06 01:16
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
And I can tell you that there are many strategies that in "Custom mode" the levels are totaly random without blocks or parts of levels but for an RPG thiss will be harder to implement because of the quests and the events in the game. Thats why I suggested Diablo style...

PS.: I'm talking about RPG because the topic is 'Dungeons' and...I havent seen dungeons in other games than RPG and Advanture...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: How: Diablo-style (Random) Dungeons [Re: EpsiloN] #98213
11/14/06 12:36
11/14/06 12:36
Joined: Sep 2006
Posts: 106
FairyLand!!!
RruthH Offline OP
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RruthH  Offline OP
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Joined: Sep 2006
Posts: 106
FairyLand!!!
Ok, so it can be done on levels. Weeee.!.!.!

But take a look at the structures of ESIV:Oblivion. All buildings
can be entered. You think their insides are also random or they
did it "ONE BY ONE"?Im thinking its random 'cause the whole of oblivion has about (i think) 200+ buildings.

Still we have to accept that randomization add up a little replayability to
a game. Without it, the game's boring.

Re: How: Diablo-style (Random) Dungeons [Re: RruthH] #98214
11/15/06 10:37
11/15/06 10:37
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Joined: Jan 2006
Posts: 968
For buildings always random isnt good you enter a building and its "Armor shop" , you enter again and its a tavern You should think of a way to store in skills random variables at run-time and with those numbers use those random buildings. I mean , shops wont be random but houses will be. Place a model which the player will touch (using event entity/impact) to enter the building and at run-time use the skills (if skillnumber == 0) of this model to generate a random number , this random number will define which building will be loaded every time the player enters...as for the shops , use the same skill but set it in WED to the value you want for a shop or something similar that wont change. When it generates a random number it will check if that skill is 0 ... if it is it will generate a new random value , if it isnt it will show the building that goes with the number you entered
I hope this helps you...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
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