As for random maps and how to do them in a 3dish space. There was this game
out in about 95 called Daggerfall for windows and dos. It was a first person
game. And a RPG. Anyway they had the same issues you have with random maps
and 3d space. So the game does not randomize everything but uses a large
selection of man made parts(Rooms, Halls, Closets, whatever) and just
snapped them together. This would allow for a far more detailed man made
look to the game. Because I doubt a random level would be as creative as
something a human could come up with and yet the overall feel would be
random. The only real issue with this is that the first time you saw a room
in daggerfall you where all amazed and thrilled by the 4th time you had seen
a room while exploring a castle it lost its charm. But if there where enough
pieces for the random level gen to use you could avoid that. Maybe have a
directory full of files that would just be pieces of maps and people could
make pieces of maps and not whole maps. So as the directory of rooms grew so
would the randomness of the game. There would be whole man made levels as
well because no random map could beat a good man made one but anyway. Thats
my input on the subject.
----- Original Message -----
From: "Boots" <bootz@...>
Sent: Wednesday, June 06, 2001 10:23 PM
Subject: Re: [Egoboo-main] Modules, random levels and music
> I was wandering through sourceforge projects and came across this
> Might be hand for ideas, dunno, I'm not a programmer (INAP for the
> of this email) :p
> ----- Original Message -----
> From: "matt" <matt@...>
> To: <egoboo-main@...>
> Sent: Thursday, June 07, 2001 11:16 AM
> Subject: Re: [Egoboo-main] Modules, random levels and music
> > one thing to keep in mind is that not only do we have a grid maze like
> the roguelike games, but the vertex points to play with. this gives us
> freedom to do some neat things with the mazes -- crinkly wall edges like
> the adventurer mod, or maybe the maze could slope upwards from the
> stairway to the upwards stairway, etc.
> Yeah that's what I was thinking too.
> > On Wed, Jun 06, 2001 at 03:15:38PM -0700, Matty Noble wrote:
> > > Also, if we have random levels, we should have some way of connecting
> levels together (i.e. a staircase or something), instead of having the old
> system of making new levels appear in the main menu, because there are
> poetentially an infinite number of random levels that can be generated.
> could just have a random level button in the main menu, but that seems
> of pointless. In-game spawning would be nice, also, since random levels
> will necessarily not be very mission-oriented (e.g. just get to the next
> Throwing in another couple of cents:
> Linking maps - Looking at nethack it has a couple of ways of linking
> the aforementioed staircase and also trapdoors. Both are placed as part of
> the level generation.
> As for overall game/story, for starters we can just have the nethack style
> 'you have to get the special item at the bottom of this huge dank dungeon
> the world is doomed'
> Secondly, rpgs have quests, in the case of the above its just one big one,
> but in most rpgs theres a boatload. Why not slam in some randomly created
> quests too?
> Eg, item quests, say you have to collect a bunch of peices of the super
> duper item in order to save the world, and those items could be scattered
> through the whole dungeon (this would probably require all the maps to be
> genrated at game start? inap.)
> You could also have bosses generated in cetain areas to stop you from
> progressing further without dealing with him.
> But what about user created content you say? You are ignoring the nice
> of finely hand crafted levels.
> I say still have the starter levels for each character class, each one
> also be the intro into the main story/quest.
> Also you could make a bunch of lovely hand crafted levels/quests and have
> them popped into parts as part of the 'game' generation bit.
> The benefit of this would be that you could control story elements through
> Finally to go overboard, ideas to make this a epic game.
> To further integrating some of the stuff from the current egoboo, you
> have several (hand cooked) town maps, each with its own overall quest,
> story, and dungeon style.
> And, you guessed it, random outdoors schemed maps to fill in the areas
> between the towns.
> Too expand on the level linking idea, you could have staircases/trapdoors
> for moving up/down levels, like for dungeons and castles, or even
> and have edge-of-map loading as well, eg for exiting entering buildings,
> going to different outdoor maps or even multi-map levels for dungeons.
> Anyway, what I think I'll do since this email is pretty rambling and
> hard to read for anyone who is not me, if I have time in the future, I'll
> write up my ideas a bit better, on what I think would make egoboo a good
> overall game, and have you guys say whether its any good and put your own
> ideas in.
> - Boots
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