Re: MetaCollider update



On Sep 2, 7:39 pm, Darren Grey <darrenjohng...@xxxxxxxxx> wrote:

Well, evidently AI will be by far the trickiest thing then  :)  Your
system looks very intriguing, and may make for a much more involved
play experience.  Effectively it makes stat-management a far more
complex and interesting subgame.  I'm curious to hear more about your
map generator.

For now I'd say you should maybe give thought to coding very very
simple AI and FoV (the latter ain't hard, and the former can be done
with just reaction to player upon sight), and implement the scripts
for only the most basic and important items and skills.  That way you
can actually get your game off the ground quickly and test a number of
important things.  Get close friends to play this basic version of
your game so you can get some quality feedback.  Not only does this
give more encouragement to spend time on the project, but it can bring
forth a lot of important ideas and problems to be overcome.  It
especially can let you know vital things about balance and what makes
the game fun before changing directions becomes more difficult.  And
you can't be called Shockfrost if you produce something that's
actually playable  ;)

--
Darren Grey

There are two algorithm types: labyrinths and cells. Each algorithm
type has four algorithms. Matter labyrinths are closely connected
hallways. Will labyrinths connect points with random walks. Spirit
labyrinths use either the matter or will labyrinth and invert it,
creating a labyrinth of mirror images. Now for the other type, cells.
Cells are 5x5 groupings. Matter cells are taken from predefined
blocks. Will cells are created by random walks. Spirit cells are
created by inverting Tetris-like shapes. Remember that cells are 5x5
and labyrinths are 10x20 to 20x40. Cells and labyrinths can be chaos,
in which case multiple algorithms are called on top of each other,
making wide open spaces.

The algorithms are applied by choosing from 4 temples. The first
template is a whole 40x40 level filled with cells. The second template
is a 20x40 area filled with cells and the other half of the level
filled with a labyrinth. The third template is nine 10x10 rooms filled
with 4 cells each. The fourth template is a 20x20 area right in the
middle filled with cells and four labyrinths surrounding it.

Now that is how the algorithm TYPES are determined. The algorithm
itself, matter, will, spirit, or chaos, is chosen based on the
character's stats. So characters with a high stat in matter get maps
populated with lots of matter cells and labyrinths. There's a chance,
based on stats once again, that all the algorithms will be either
matter, or will, or spirit, or chaos.

After this, any space that is a dead end of surrounded by 6 or more
open squares is filled in with rock. This makes the level more maze-
like and interesting to explore. Finally, a floodfill algorithm checks
to make sure all the squares are accessible from every other square
(since the stairsway is placed at random and sometimes is placed in an
inaccessible point otherwise).

Then the map is populated by choosing from 8 10x20 or 20x10 zones.
Monsters are placed by using random walks.

Here are some examples:

A beginning matter dungeon:

########################################
########################################
###.#####.######..###.#######...##...###
###...###...####.#......####.###.#.#..##
##.#.#......###.###.#..#.###.###.....###
###...#.#.#####.....#.#..####.#.##.#.###
###.###..########.###.######...#####.##
###...##.#######..###.######.#.#####.###
##.##..#...........##........#.###.#..##
##.###.##.#####.#.####.#####.#.#.#...###
##.###.....####..#......######.#...#.###
###...##.#######...##.########...##..###
###.#################.#############.####
###.#################.#############.####
###.#################.#############.####
###..##...#####.....#.#######.####...##
##.##.#.#.#####.###....#.......##..##.##
##....#.#.#.......#.#.#.#####.#...###.##
####....#.#.#####.#.#..######..###.#.###
#####..##...#####...##.#######.##.#.####
###...####.######.###...######...##.####
##..#..#...######..##.#..###..........##
##......#.#.###.........####..####.#####
##..#.##...#####..###.#.####..####...###
###..###.########.####..####..####.#####
####.############.################.#####
####.############.################.#####
####.############.################.#####
###...###.#####...####..#####..###..#.##
##.###.##..####.#.#####.####..#.#.##..##
##.###.##...#####.#......####...#.###.##
##..##....#######.#...#.######.....##.##
###...###.#######...##..#######...#..###
###...##..######...##.#.#####.#.###.####
###.#...##.#####.#.##.#..####.#.##.#.###
##....#.##..............####......###.##
###.#.#..##.####.#.##.#.#####.#.##.#.###
####..###...#####..###...#####..##..####
########################################
########################################

Here's a beginning spirit map

########################################
##..............................##.#.###
#.#####.#.####.#......#.#..#.#..##...#.#
#....###.###...###.###......##.###.#.#.#
####.###.#...#####.##..#.##.###.##.#...#
####...#...#######.#..#..##..##.##.#.###
######....#####.##...#..####.##.##.....#
#######.#.##........##.#####..#.######.#
#######...##...###.##########.##.#...#.#
########..#...#....#..#######...##...#.#
########....#.....#...........#.##...#.#
###..#.#..#.#.##.##.#..##.##.#..####.#.#
##..............................##...#.#
############.#####################.###.#
##.......###.#####################.....#
##.######.##..#.#..#..##.####......#.#.#
##.#######.##..#.##.##...###.....#...#.#
##..######.##.###..###.#......####...#.#
##....####.##.##....##.....#..####...#.#
##..#...##.###...##...###.##..######.###
##....#.#.####.####.#.##..##...###...###
#...#.#...###..........#......#.##.#####
##.#.....#####..##.##....###.###.#...###
##.......#####.#.......#.###.##..#.###.#
#.#..##...####.####.#.##.####...##...#.#
#.##.##.#...##...##..#.#...#...###...#.#
#.##.##..##...###..##.#..##..#.#.#...#.#
#.###.#..####.###..###..###..#.#.#.###.#
##.#.##..####.###..###.#.##..#.#.#.....#
##.#.##..#####...##...#....###...###.#.#
##...###..####.#..##.###....###.###....#
###.......###..#.........##.###..###.#.#
##.###.##..##.###.#.####.........#...#.#
##.###.....##.##.##......###.#..##...#.#
##.####..#####..###.###..###...###.#.#.#
##.#####.#####.###################...#.#
#........................#.#....##.....#
##.#.#.#...#.#..#.##......#.#.##.###.#.#
##..............................##...###
########################################
.



Relevant Pages

  • Re: Field of view algorithm implementation problems
    ... recursive shadow casting algorithm to mark some cells as visible. ...
    (rec.games.roguelike.development)
  • Vlookup help please
    ... algorithm below is currently in cells: M3:M4. ... the VLOOKUP algorithm is inserted in the next row in column M. ... .ColorIndex = xlAutomatic ...
    (microsoft.public.excel.programming)
  • Re: Field of view algorithm implementation problems
    ... If I understand, you mark all cells as 'not visible', then use the ... recursive shadow casting algorithm to mark some cells as visible. ...
    (rec.games.roguelike.development)
  • Re: Dungeon via Particle Aggregation Algo
    ... It's a bit unclear what you mean by cells, room indexes, and rooms. ... Do you do anything to guarantee that the algorithm eventually ... mapType dungeon; ... (For the above pseudocode, if you make rooms without bounding walls, ...
    (rec.games.roguelike.development)
  • Re: Evolution vs Abiogenesis
    ... matter of logistics. ... Origin -> Destination ... "Yoshiko Sasai at the RIKEN Center for Developmental Biology in Kobe, ... shows that both mouse and human embryonic stem cells can ...
    (talk.origins)

Loading