Use this script to generate randomly created dungeons in your modules. This is accomplished without any scripting on your part. All you need to do is place objects in your area, and add one script as that area's OnEnter event.
There are several ways to configure your dungeon. You can change the size or number of 'cells.' You can add narrow passages between the cells. You can even make the dungeon change its shape as the player tries to solve the maze.
This package is capable of handling multiple random dungeons, each in a different area. They can be configured differently, or the same.
I tried to test this fairly extensively in SP, and I kept MP in mind as I coded, but it is untested. Any feedback on bugs will be greatly appreciated, as well as new ideas for features to add in the next version.
This is a compilation of the old system into a single score. There were 2 that made this score of 7.50 then rounded to 8.
Posted by FoxBat ( ..xxx.xxx ) at 2003-12-07 17:47:00
Well now this is interesting. Ultimately I think placeables aren't too workable though with all the lag, and even beyond that, the problem remains that ranged attacks go right through all placeables. So I was looking to make multiple pathways through a level and then you have closed doors or other obstacles seal off some of the options. *However*, I was stuck on the main difficulty of a simple algorithm that could generate a random dungeon yet ensure that there would always be a valid path from point A to point B, yet not take forever to compute. So I'm interested in how you got around this issue in your random placeable maze.
Posted by Lucky Day ( ..xxx.xxx ) at 2003-07-05 09:16:00
Hmm..rogue aka Nethack comes to mind...
Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-01-08 13:10:00
Oh, you need to put a link to your demo module here so
people can at least see your screenshots... I think it
will help this script be accepted better for you.
Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-01-08 13:08:00
I think someone could do this for you. All that really
needs to be done is reskinning the cages. So, you would
not even need a new model.
If I knew about reskinning I'd see what I can do.
I'll pass the word around and see if we can get you some
help.
Deva
Posted by Blight ( ..xxx.xxx ) at 2003-01-08 12:02:00
I know what you mean about the different 'looks' using
other building blocks. It's something I'd like to do, but
I need to find good models first. It would be nice if the
models were the same size (2 meters), but I think that
wouldn't be that hard to work around.
One model I saw yesterday that I think I may try to use is
still basically the cage theme. Someone took the cage
apart and let you use the walls as placeables.
Posted by Deva Bryson Winblood ( ..xxx.xxx ) at 2003-01-08 11:40:00
This has a lot of potential. Cool script!!
However, now we just need some people to make you some
variations that you can use as building blocks other than
the cage...
THESE WOULD BE NICE:
Natural Cavern Look
Hedge Maze Look
Dungeon Look
And Castle Interior Look
IF you could get four placeables and use a simple AREA
switch on a placeable to let the random script choose
which placeable to use that would be excellent. Of
course, a modeler needs to make the other building blocks
first.
I wanted to congratulate you though this is a pretty cool
thing.
Look into the varying levels of water placeable that was
recently released (don't have a link) and that would be
also good to add into the options of your script.
This script has a lot of room for growth and has
tremendous potential...
I went ahead and voted on this one...
Deva Bryson Winblood
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