Edited by The Legend, 06 March 2012 - 09:24 PM.
Posted 06 March 2012 - 09:08 PM
Posted 06 March 2012 - 09:50 PM
Posted 06 March 2012 - 10:05 PM
Posted 07 March 2012 - 08:46 AM
Also, I'm very interested in seeing a procedurally generated RPG game. If you're interested, I'll type up the idea?
Posted 07 March 2012 - 09:14 AM
You should go to 300 Ideas and look up the algorithms on the Blind Mapmaker Project page. I think you could find some meaty ideas there (such as a method to create a "quest chain" where you gotta do A first to get the B item that you should give to C to be able to do D and so on until you kill the final boss)
The program creates a conflict scenario for the player to complete which may or may not be tied to other characters or enviroments. Hard to describe ot any further but everything IS tied together though I understand how I could've mislead u
Posted 07 March 2012 - 09:40 AM
Edited by Larry145, 07 March 2012 - 09:40 AM.
Posted 07 March 2012 - 11:28 AM
Out but I'm not aiming for an RPG, aiming more for an RPG action adventure shooter mix.
Posted 07 March 2012 - 12:20 PM
For action adventure shooting, you could solve it by having say 10-20 different projectiles, each one can destroy blocks or open gates of a special kind, and then you just spread them out so that the player gotta find them in a specific order to explore the entire game world.
Check out 300's 4th idea for how to do this algorithmwise: http://www.squidi.ne.../entry.php?id=4
Posted 08 March 2012 - 01:51 AM
but I'm not aiming for an RPG, aiming more for an RPG action adventure shooter mix.
I'm working on the same thing and came to a few forks in the road as far as how to proceed.
For me I'm taking influence from the rogue-like genre, but only to an extent. Rogue-like's are turn based, but I'm doing action shooter rpg. Rogue-like's use completely procedurally generated maps, it's never the same layout twice. Rogue-likes usually have perma death, I may offer a mode for that but otherwise only take away inventory items on death. Rogue-like's are known for the gameplay, they have many options and elaborate gameplay for being text based.
The easiest way I found once you've loaded a map, was to create spawnpoints, which are randomly placed around the map, you can also define an area they should randomly spawn around to give you control of the orientation. You can then completely randomly spawn a monster at each spawn point, or give a range of monsters to randomly choose from, or set a constant spawn if you want the same monster to spawn each at certain spawn points.
The second part has to do with map generation. Easiest and most inefficient way is to load a single image and then spawn everything over it. A harder and more efficient way is to make a tile engine to generate the layout based off an array. You can pre-define rooms in small arrays and randomly put them together based on some rules, randomly generate the arrays completely, you could also split up your large image into chunks and only draw chunks being viewed.
If you watch a gameplay video of "dungeon of dredmore" it's inspired by rogue-like's and is similar to what I'm doing but I'm doing an open world with several dungeons, where it takes place entirely in a single dungeon.
@Yal thanks for that link, looks right up my alley.
Posted 08 March 2012 - 02:03 AM
Posted 10 March 2012 - 08:03 AM
Posted 10 March 2012 - 03:27 PM
Posted 10 March 2012 - 08:19 PM
Edited by greep, 10 March 2012 - 08:21 PM.
Posted 10 March 2012 - 09:08 PM
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