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random dungions!?

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    random dungions!?

    hey! i was thinking (yes perversion, i can do that) and it is possible to have random dungions like in pokemon red resque team with the following differinces
    A.the first floor will always be the same and
    B. any floors with events on them will always be the same
    heres how
    A.build the first floor with a stair case
    B.put a event in front of the staircase and mke a yes no question event
    C.want to go down\up staircase yes/no
    D. add a warp event
    E.build 100 floors to this dungion
    F.add a variable
    G. if variable 1=1 warp them to the second floor if variabl 1=2 warp them to the third and so on
    H. place events all over the place that modify variable 1 in any way you want and, viôla, you have a random floor dungion (just be sure not to add any story to this dungion other than the last floor or it could be a while before your player finds what he is looking for)
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    #2
    Re: random dungions!?

    Next time, please actually try your "tricks" out before you post them. Yes this is possible but not the way you explained it.

    You can't build a dungeon with 100 floors; 20 is the limit I believe. (You could get around this by making non-connecting segments on each floor, of course.)

    It's a little illogical to use the staircase at all, rather than just a normal event, because in-game, the player will see, for example, "Faux Random Dungeon, 7F", 7F meaning Seventh Floor. So it would be very weird to be on Floor 3, walk DOWN a staircase, and end up on Floor 7.

    Also, it's probably bad form to have it take eternally long before the player finds "what he is looking for". You could create something much better by having a second variable which tracks how many floors the player has completed (going the other way back down/up a staircase would subtract one from the count). Once that hits, say, 15, warp them to the "final floor".

    I'm making good use of carefully-placed warps in dungeons to make some indoor-outdoor levels in my main game Panacea, and also using warps on tiny islands in Field Maps to create a "puzzle dungeon" where you have to figure out the warping pattern in order to avoid getting lost.
    Last edited by Wavelength; 06-23-2010, 02:19 PM.


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      #3
      Re: random dungions!?

      Also, this idea is generally speaking referred to as a "roguelike." I thought about making a "roguelike" dungeon crawler using RPGM3, but decided against it very soon thereafter.

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        #4
        Re: random dungions!?

        Originally posted by Perversion View Post
        Also, this idea is generally speaking referred to as a "roguelike." I thought about making a "roguelike" dungeon crawler using RPGM3, but decided against it very soon thereafter.
        Would it have included any save points?

        I agree that RPGM3 probably isn't a very good format to make a roguelike RPG in! Although, I'd be really interested to hear more about what you were thinking of doing with it, Perversion, if you're willing to share.


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        "I live and love in God's peculiar light." - Michelangelo

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          #5
          Re: random dungions!?

          Heh...better late than never here.


          Really, the idea came about for two reasons. First, to use a PRNG in a different way than I had in the past, and secondly, to take advantage of the normally detrimental "10 items per character" limitation.

          In most roguelikes, there is a set limit on how many items your character can carry (granted, usually more than ten), and part of what makes the games interesting besides the constant threat of dying and losing EVERY bit of progress (in this regard, 100 times more punishing than even Demon's Souls) is picking up random items, some of which you cannot even tell what they do, and the constant juggling/gambling act of keeping some items, using others, and dropping some to pick up new ones.

          This mechanic just intrigues me, and has ever since I began playing roguelikes a few years back (granted, I'm new to the genre...I'm no marcus). So I thought it would be a pretty decent core concept to fiddle with a PRNG to do as spirit somewhat described with random dungeon floors, and combine that with constant micromanagement of your inventory.


          I gave up for two reasons. First, I think I remember that sometimes if a character receives an item and his inventory is full, the character just does not receive the item.

          But more importantly, as there is no auto-save usable in RPGM3, it would kinda defeat the purpose of making a roguelike if you can consistently save scum.


          Then again, I suppose if you made a dungeon with no save points and no way to go to a field map, you wouldn't be able to save your game anyway. Hmm...maybe I will give this a bit of consideration.


          Of course, every five or so floors (maybe three), there would be an optional warp back to town to deposit items, etc...and probably save the game there, which some roguelikes DO allow.

          However, in order to have a mechanic to deposit items, each item AND their quantities would need to be tracked by variables, which, as all the items need to "randomly" occur within the dungeon floors, would be a HUGE undertaking to code. Soooo....yeah. Maybe not.

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