![]() The system worked very well, especially because I had each map number in an array, and whenever one would be used for a direction, it would be removed from potential results. ![]() I then placed stuff after the map transfer, but before the fade in. Then using an unholy combination of 9 events, and 7 common events they were linked together. Up until quite recently I was running 400 blank maps for my project. * I'm talking about the default generator, not the plugin one, which I've had no experience It's the one level every player is likely to see a lot. Alternatively, use all of the "manually generated" maps for the first level. So basically, you're going to want to brew up like 144 procedurally generated levels and then I'd include 12+ maps made the old fashioned way that actually look good, but also arrived at through the same RNG. entry floors) will be non-procedurally generated and just plain cool. Permadeath is the peanut butter to a roguelike's chocolate, but exceeds the scope of this thread.įinally: the roguelike I have by far the most experience with is DCSS, where often floors (esp. Random placement is trickier-you'll need to check that where you're "spawning" the chests and monsters is open space, which will require some moderately complicated event code-but doable. I've been using them extensively since '08: likewise, random enemies are easy to implement. You're going to be creating dozens of maps so editing each of them to the point where they're not fugly is a trap option where you basically might as well make all the maps yourself because it doesn't take much less effort to "paint over" a generator map than it does to make a map from scratch.Ĭhests that yield random treasure are really, really easy to event. If I were personally taking on this challenge? I would just accept the fact that my maps are going to be fugly. (FWIW I think some actual for realz roguelikes do the same thing.) We're not ACTUALLY procedurally generating these maps in real time, we're just doing an end run around that by generating a ton of these maps before hand and sending you to a random one. ![]() I'm making a few presumptions here, and one of them is that the priority is duplicating the roguelike experience where "no two delves/no two dungeon levels are alike". This is so elegant and simple I wish it had occurred to me when I had been banging my head against attempting a roguelike. Since the last room is supposed to be some sort of treasure chamber it would not matter if the design was much simpler, in fact it would make perfect sense for the treasure room to look simple but still "organised" like what you end up with if you let the engine generate a map.Īs an additional question, has anyone here been able to use the "generate dungeon" tool in rpgmaker to good effect? I think this may give greater variation to the game and also make it seem more alive. If this is not possible, would it be possible to have a "pool" of premade maps that the game randomly chooses from when the player touches a certain event? I kind of want to create a series of small bonus dungeons with 3-4 small floors (designed by me) and a randomized room with random treasures as a reward for the player. I know that it would take an enourmous amount of scripting and tweaking of the engine, but would it be possible to have the game engine generate a map during actual gameplay and place a series of premade events in it? I know there has been some experiments with adding things like client-server functionality to rpgmaker games or making things that the engine isn´t really meant to do, such as platforming games and strategy games. When creating maps in the rpgmaker engine you have the option to let the engine itself create one for you. ![]()
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