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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Fri Nov 26, 2004 12:49 am Post subject: |
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Quote: | Note- the other reason I decided to work on this is because I seem to work better when I'm designing community tools, rather than a solo video game project. I tend to get more done that way. I'm not sure why. |
I know exactly what you mean. I make better progress and actually maintain interest doing tools like level editors and what not. I still haven't completed anything of weight however.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Nov 26, 2004 2:14 am Post subject: |
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Ok, here's what I have after dreaming up some ideas last night. I came up with a very cool concept- I was playing a board game where the rooms (it was a mystery game) were laid out at random before hand. And I thought- that a cool ass way to do things.
The rooms were drawn on cards, and the cards were shuffled and then placed at random to make a mansion. Some room had events in them, so when you landed you had to draw an event and see what happened.
I thought- Huh. What if I did a room by room approach for moving through the dungeans? Then, level designers could create a series of rooms (with rules on some events that might happen in the room), connected to an overall dungean. Then, each time you a started a game for each dungean it would shuffle the room deck for that dungean and layout the levels at random whilst populating the dungean with baddies and treasure.
This seems like a good way of getting it to be random, while each dungean has a unique look and feel and the rooms don't become boring replications of each other.
The other idea I have is a random quest tree. What will happen is that each village will have a cast of characters (NPC's), and the game will have a list of quests involving them, as well as sub plots. It will generate the tree (with main goal, activities to acheive goal, what happens after goal is achieved). The game will also have an overall plot generator as well for an arching plot to fit around the sub plots.
This way, each game will be unique and yet have the story book quality of being scripted as well. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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Aptyp Egg-Sucking Troll Humper
Joined: 09 Jun 2004 Posts: 36
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Posted: Fri Nov 26, 2004 5:21 am Post subject: |
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BigManJones wrote: | I know exactly what you mean. I make better progress and actually maintain interest doing tools like level editors and what not. I still haven't completed anything of weight however. |
That's because most tools are easy compared to the effort of designing and bringing together the entire game. The tool requirements are short and crystal-clear, or at least very well understood. With games every damn feature must be pondered upon so much it's depressing.
Oh, and the room heap is a really cool idea. If you don't want absolutely unique rooms because you have no time to create the massive room set, you can even attach repetition weight to every room, to limit some rooms to rare or unique, while generic hallways and passages will have higher value and will thus be more common. _________________ "Megaton" CRPG:
http://www.livejournal.com/users/megaton_game/
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Fri Nov 26, 2004 3:07 pm Post subject: |
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That's because most tools are easy compared to the effort of designing and bringing together the entire game. The tool requirements are short and crystal-clear, or at least very well understood. With games every damn feature must be pondered upon so much it's depressing. |
You sound about as pessimistic about game coding as I do about the publishing world.
I think I would have to disagree with you here. I used t believe that a game needed to be coded with all features in mind and an exact plan of where to go.
Now, I think, I beleive in incremantal programming and developing style. Where you start at Place X with a general idea of what you want, and then add in things as you go along. Now, at first this may seem counterproductive....what if such and such a thing was needed later? What if I needed to recode everything? I want to make it easier on myself...
But it's much easier to code things one piece at a time and focus entirely on that one piece, and not to make yourself sick by seeing the size of the project versus where you are at.
Tools are not necassarily easier to develop than games. Games you can be specific, you can program in a quick hack. it doesn't matter because you are making this game, and as long as it runs this game, it's good.
A tool needs to fit the mold of every game. It needs more carefull planning than a full game.
The problem I have with the ONE game I've been working on for ages is that as a programmer I find it boring. As a writer and an artist and a level designer it's a great idea...but as a coder I don't see anything that makes me go "heh, neat!", so I dilly dally and hem and haw. I think I might actually look for help in the programming dept just to get the Changeling underway.
while, OTOH, this idea strikes me. I've never really coded anything like this. It should be interesting.
I like the idea of a repetition weight. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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BigManJones Scholar
Joined: 22 Mar 2003 Posts: 196
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Posted: Sat Nov 27, 2004 9:15 pm Post subject: |
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Quote: | so I dilly dally and hem and haw. I think I might actually look for help in the programming dept just to get the Changeling underway. |
So what kind of help on the Changeling are you looking for? I imagine you'd have no problem recruiting people as you already have alot of design and art assets ready from what I can tell. Thats way more than 99% of would be recruiters have ;)
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Nephilim Mage
Joined: 20 Jun 2002 Posts: 414
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Posted: Sun Nov 28, 2004 7:24 am Post subject: |
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Heh. We must really be working on similar ideas. I used a similar approach to the 'card shuffling' idea you mentioned on a previous roguelike game I wrote.
Basically, the game built levels using pre-designed dungeon layout pieces, similar to the old "Dungeon Geomorphs" that were available for D&D long ago.
Instead of rooms, they were rectangular blocks of corridors, rooms, doors, secret doors, and "features". These were dropped onto a 3x3 grid, rotated and flipped randomly, and connected to each other by way of corridors that connected 'out points' from adjacent geomorph.
They were simple text files with '#' representing walls, and '.' representing corridors, etc. Nothing fancy, but they were pretty effective. I think each grid location was 20x20 or so.
Most geomorphs would take up only 1 grid location, but some were 2x1, some were 2x2, some were 3x1, some were 3x2, increasing in rarity until you get to the unique big endgame level, which was a 3x3.
Then, it would populate the features at the given locations. Each feature location was given a designation, so that some locations were good places to put monsters, some were good places for treasures, some were good places for level exits, some were good for things like magic statues or fountains, and some were good places to put portcullises which had to be raised by levers elsewhere on the level.
The hardest part of the dungeon-generating algorithm was the part about making sure all dungeon rooms were accessible (without just connecting up every cell to every adjacent cell) and that every area that was blocked off with a portcullis could be opened (so the lever could not be placed behind the portcullis, for instance, or the lever for portcullis A behind portcullis B and the lever for portcullis B behind portcullis A). But that work paid off, because it adds some interest to the game to have to hunt around for levers, not knowing whether that lever you just pulled released some deadly monster or opened the way for escape...
Anyway, your card-based idea sounds pretty similar to this.
It would be interesting to let the size of the definable areas vary. That way, you could design a small room, or a large cavern, or a series of rooms.
In fact, I think you should consider basing the entire game engine off of it, not just the dungeon levels - maybe the towns and wilderness areas could benefit from a card-based approach, too. You could always have non-random town areas by having only one card to randomize from, but this sounds like a good model of extensibility.
You'll probably also want a way to force certain cards into certain areas. For instance, when you're randomizing your quests and such, you'll probably want to do things like forcing the predefined unique "monk's crypt" area onto level 5 of the catacombs or something. Then this approach could be used to force things like the starting town's layout, the shops that are available, etc., while letting the outskirts areas be random.
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Rainer Deyke Demon Hunter
Joined: 05 Jun 2002 Posts: 672
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Posted: Sun Nov 28, 2004 7:42 am Post subject: |
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Actually I've also been working on a similar idea. My variant is supposed to be a dream world without solid geography, so only a small part of the world (3x3 "cards" of 16x16 tiles each) is active any time. When the player moves from the central "card", the "cards" on one side of the active zone are dropped and new "cards" are selected for the other side.
I'm also planning on using the "card" concept for a different game with no random element; the "cards" would be used as tiles to create the maps in a map editor. Ultima 6 uses this technique.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Mon Nov 29, 2004 3:13 pm Post subject: |
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Quote: | So what kind of help on the Changeling are you looking for? I imagine you'd have no problem recruiting people as you already have alot of design and art assets ready from what I can tell. Thats way more than 99% of would be recruiters have ;)
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Programming mostly- I need a code monkey to write up everything. Mainly because that part of the Changeling is quite boring to me (I've written a fair share of these standard RPG game engines....). I'll post a new topic later this week specifying everything a little bit better.
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Then, it would populate the features at the given locations. Each feature location was given a designation, so that some locations were good places to put monsters, some were good places for treasures, some were good places for level exits, some were good for things like magic statues or fountains, and some were good places to put portcullises which had to be raised by levers elsewhere on the level.
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Hmm. I thought about this part. I was thinking that the user (someone designing the card) should be able to design weights for each of the specific parts (ie: this room has a 32% chance of being infested with monsters, 48% chance of having lights, 42% chance of having items, 10% chance of being an entrance), probably using a simple scroll-bar to set the weights.
Now the other idea I'm going to implement is the idea of templates for random areas. These templates designate certain things- kinds of monsters, types of treasures, graphics, lighting, indoor/outdoor, NPC's (if any), etc, etc. These can be used to give each random area a certain look and feel to them, to make them more unique. One thing I always hated about Diablo is how repetitive the dungean is.
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The hardest part of the dungeon-generating algorithm was the part about making sure all dungeon rooms were accessible (without just connecting up every cell to every adjacent cell) and that every area that was blocked off with a portcullis could be opened (so the lever could not be placed behind the portcullis, for instance, or the lever for portcullis A behind portcullis B and the lever for portcullis B behind portcullis A). But that work paid off, because it adds some interest to the game to have to hunt around for levers, not knowing whether that lever you just pulled released some deadly monster or opened the way for escape...
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Hmm. That sounds pretty interesting. I think I might look into implementing something like that.
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In fact, I think you should consider basing the entire game engine off of it, not just the dungeon levels - maybe the towns and wilderness areas could benefit from a card-based approach, too. You could always have non-random town areas by having only one card to randomize from, but this sounds like a good model of extensibility.
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I was actually planning on this. By using the template approach with the cards, you could have towns, forest, etc. And towns can always have the same NPC's but living in different random areas. Stuff like that. The only thing I see *not being random* is the main overworld map (which will be traversed like in the older FF's and DW's- you can even get a boat or a horse, and also eventually (if your lucky) get a pet Dragon or Griffen and fly across the terrain. I might even add in an Ultima Style moon gates sort of thing).
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You'll probably also want a way to force certain cards into certain areas. For instance, when you're randomizing your quests and such, you'll probably want to do things like forcing the predefined unique "monk's crypt" area onto level 5 of the catacombs or something. Then this approach could be used to force things like the starting town's layout, the shops that are available, etc., while letting the outskirts areas be random.
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Well the interesting thing about using the templates (and having a predefined world map) is that you can still get the random nature but also keep things within a certain theme. The Quest Tree will mainly consist of a series of goal ladders. For example, you need to get the three pieces of an ancient mystical shard. To get the first piece you need to go through the dungean of fire. The game will set it to give some of the NPC's this information, as well as sub-quests to retrieve the information. The only thing that needs to be forced then, would be things pertaining to the quests (and sub-quests), which, if predifned correctly, should not be that hard to do.
As this idea is starting to take shape I can see what it will probably be like. What I see is a cross between Zelda (with the room by room approach), Secret of Mana (with how it handles real time combat in an RPG-like manner), Final Fantasy 2/4j (graphical look and feel, over-world approach, approach to riding things....and cool ass mosiac fadeing), Rogue-likes (with their depth of world play and random nature) and Harvest Moon (for the way it handled romance simulation and getting married- yes I do plan on letting characters get married and even owning a house they can populate with stuff they buy). _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Tue Nov 30, 2004 3:27 pm Post subject: |
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Damn you! Tempting me with the siren song of writing a Rogue-like! A pox on both your dimensions! _________________ We are on the outer reaches of someone else's universe.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 30, 2004 3:53 pm Post subject: |
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Heh..heh...heh. Why not though? Rogue likes are interesting in different ways than what we usually work on around here (ie: console style story-centric games) and could be an interesting practice in getting a fresh look on how we do things.
Of course, what I'm working can only extremely loosly be called a rogue-like, since it takes very little from the rogue like genre. Just enough to make it something more unique. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Tue Nov 30, 2004 4:21 pm Post subject: |
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(sigh) OK! You talked me into it. I'll do what I can... count me in. _________________ We are on the outer reaches of someone else's universe.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 30, 2004 4:37 pm Post subject: |
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Well, right now I'm working on the random map generator. It's pretty simple. Doing it in Lua with Freya. I should probably write up a design doc sometime this week.
What would you want to do? _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Tue Nov 30, 2004 4:40 pm Post subject: |
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I don't know. Do you have this project as an svn module? _________________ We are on the outer reaches of someone else's universe.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Nov 30, 2004 5:36 pm Post subject: |
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I will when I get home tonight.
EDIT:
All I've got done right now is the basic skelaton for the map generator. Nothing tried yet. It can take in cards (or rather rooms), sort and shuffle them, build a 2d map from them. I need to rewrite some code. I realised after I got home a way to make it more efficient (using index refrences versus full copies). Anyway, later tonight I'll see if Happy can set us up an SVN. I also plan on doing this design doc soon. What OS are you using? _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Tue Nov 30, 2004 6:24 pm Post subject: |
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The one-and-only Linux. (RH, Slackware) _________________ We are on the outer reaches of someone else's universe.
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