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How: Diablo-style (Random) Dungeons
#98205
11/10/06 06:36
11/10/06 06:36
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Joined: Sep 2006
Posts: 106 FairyLand!!!
RruthH
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OP
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Posts: 106
FairyLand!!!
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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! 
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Re: How: Diablo-style (Random) Dungeons
[Re: RruthH]
#98206
11/10/06 08:14
11/10/06 08:14
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Joined: Jan 2006
Posts: 968
EpsiloN
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Posts: 968
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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...
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Re: How: Diablo-style (Random) Dungeons
[Re: EpsiloN]
#98207
11/10/06 08:44
11/10/06 08:44
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Joined: Sep 2006
Posts: 106 FairyLand!!!
RruthH
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Posts: 106
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Aahh...ok. Wow, you noticed? That's one sharp eye. (i mean two  )
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Re: How: Diablo-style (Random) Dungeons
[Re: EpsiloN]
#98209
11/12/06 02:45
11/12/06 02:45
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
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Posts: 572
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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.
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Re: How: Diablo-style (Random) Dungeons
[Re: Maloke]
#98212
11/14/06 01:16
11/14/06 01:16
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Joined: Jan 2006
Posts: 968
EpsiloN
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User
Joined: Jan 2006
Posts: 968
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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...
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Re: How: Diablo-style (Random) Dungeons
[Re: RruthH]
#98214
11/15/06 10:37
11/15/06 10:37
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Joined: Jan 2006
Posts: 968
EpsiloN
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Posts: 968
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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...
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