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Re: How: Diablo-style (Random) Dungeons [Re: EpsiloN] #98215
11/15/06 13:17
11/15/06 13:17
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
I remember diablo alot. It seems that the multiple versions of the same dungeon is the way it was. Though some aspects of the different versions were always the same. In the second diablo game the jail level 1 was a good example. There was always the secret corner straight up at the top.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: How: Diablo-style (Random) Dungeons [Re: draculaFactory] #98216
11/16/06 00:43
11/16/06 00:43
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
I liked the random Maps in Age of Empires.
Or other RTS.

Imagine Civilization without random maps....

This really makes the replayability much greater.

using Random maps in 3dGS, need either a model-terrainlevel approach,
or using flexible map-entities.
Bsp block-levels are of coures fixed.

And in a random map, it is not about making every element random.
It is more about making the structure of the map random
You could do this by aligning a variety of ready made
sublevels into a bigger one by randomly placing them.
The main work is to make the sublevels work together with
randomly placed other sublevels that are attached.
(choosing the right entrances).

Random map yould be done. But there is no general sollution.
It really depends on the gameplay.

Re: How: Diablo-style (Random) Dungeons [Re: EpsiloN] #98217
11/20/06 17:57
11/20/06 17:57
Joined: Nov 2006
Posts: 141
South Africa
quasarchangel Offline
Member
quasarchangel  Offline
Member

Joined: Nov 2006
Posts: 141
South Africa
Have a look at Oblivion's TES Construction Set. The buildings are not random. I did some modding on the game.

I'm actually working on something that has a world like Oblivion. At the moment it is smaller, BUT, i'm working on making it completely random. So far it is working, but I use a lot of scripting and terrain.


God DID give us a manual on how to change this world...
Re: How: Diablo-style (Random) Dungeons [Re: quasarchangel] #98218
11/21/06 04:52
11/21/06 04:52
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
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PrenceOfDarkness  Offline
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Joined: Aug 2004
Posts: 1,305
New York
In my opinion, it would be way to much a waste of time to script up the engine so that it makes levels for you. Not to mention it might do stupid things like texture a block you don't see. I say make one good level instead of trying to make tons of random levels. The random caves and stuff were cool at the start when you really didn't know anything anyways. Later when you had to make your way to the bosses over and over and over, it got stupid.


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: How: Diablo-style (Random) Dungeons [Re: PrenceOfDarkness] #98219
11/21/06 10:55
11/21/06 10:55
Joined: Nov 2006
Posts: 141
South Africa
quasarchangel Offline
Member
quasarchangel  Offline
Member

Joined: Nov 2006
Posts: 141
South Africa
Yes, that can get really, well, stupid. The way I am doing it is to make a random "world" when the player starts a new game and then when he saves and loads, his game loads that same "world" in which he started. So after the player starts playing there is no more randomized level creation, but every time he starts a new game it is a different "world". A good random story line is where it is going to be hard to script.


God DID give us a manual on how to change this world...
Re: How: Diablo-style (Random) Dungeons [Re: quasarchangel] #98220
11/24/06 14:45
11/24/06 14:45
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline
User
MadMark  Offline
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Joined: Aug 2002
Posts: 572
Toronto
Yep, that's what I had in mind. Randomize world generation, then leave the world static until the game ends and a new world is generated. Increases replay potential IMHO for RPG's and such.

I'd like to do that for my current space project, place planets, starbases and other interesting items at random locations, generate a new start location for your favorite baddies, and off you go to explore "where no man has gone before"...

Cheers!
Mark


People who live in glass houses shouldn't vacuum naked.
Re: How: Diablo-style (Random) Dungeons [Re: MadMark] #98221
11/24/06 19:19
11/24/06 19:19
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
Serious User
PrenceOfDarkness  Offline
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Joined: Aug 2004
Posts: 1,305
New York
If of course you insist on this being a good idea, then you should check out one of the AUMs that has a dungeon generator. Basically you would have 2 figure out a complex way to make it randomly build dungeons, or just simply do what diablo did, and make 10 different dungeons (evil satan laugh) lol


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: How: Diablo-style (Random) Dungeons [Re: MadMark] #98222
11/24/06 19:51
11/24/06 19:51
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

Yep, that's what I had in mind. Randomize world generation, then leave the world static until the game ends and a new world is generated. Increases replay potential IMHO for RPG's and such.




I agree completetly with this idea.. this is asensible and useful method i think.
One of the main uses for pseudo random gernation is not for gameplay, but for decreasing developement time, so you dont have to place every single object for every level.


Sphere Engine--the premier A6 graphics plugin.
Re: How: Diablo-style (Random) Dungeons [Re: Matt_Aufderheide] #98223
11/24/06 21:05
11/24/06 21:05
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Yeah, and if done correctly it'll mean a new game experience every 'Start New Game' .. Could be a interesting approach for indie developers indeed!

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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