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#21 | |
Knight
Join Date: Aug 2009
Posts: 670
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Quote:
BTW very large map can have an impressive gameplay effect. Monster population and some special things density may be so low that it will be almost impossible to find anything just by travel and player will have to use some lore or scouting information to actively search or track something. e.g. if you have 10000 orcs roaming Beleriand, it will be less then 1/1000 chance per chunk to meet an orc randomly. This may be very impressive if e.g. some tracking skills will be added. |
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#22 |
Knight
Join Date: Apr 2007
Posts: 982
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You could add inns, guilds, or general shops along the road where keepers could provide hints, rumors, quests and so on to point the player in the right direction.
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#23 |
Angband Devteam member
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Indeed. There's no reason why *everything* outside cities needs to be uninhabited - there'll be hamlets/villages/small towns clustered around wells/mines/quarries/whatever.
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#24 |
Knight
Join Date: Apr 2007
Posts: 982
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I have no idea how complicate it might be to implement conversations. In FA we already have the desperate adventurer with whom the player can have something like a short conversation. Unlike in vanilla, there also are neutral creatures in FA who could provide some imformations.
I am only playing the fortress mode of Dwarf Fortress, but in the adventurer mode the player has to talk to people to get quests and informations. That makes the world much more lively than most roguelikes. (Apart from FAangband which is on a different path already.) |
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#25 | |
Knight
Join Date: Jan 2009
Posts: 910
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Quote:
I like the idea of a large hardcoded map with cities and towns on it, as well as broad features of mountains and lakes etc, then having the details of these things determined procedurally based on a unique randseed for each playthrough. I'd let the locations of villages and hamlets be procedurally determined as well, and only have larger settlements be fixed. I'd also have many interesting features (ruins, towers, dungeons, etc) be created and placed procedurally, perhaps with roads or partial roads placed to connect them and guide the player (like tunnels in dungeons). The ruins, towers, dungeons etc could themselves be selected from template files or partly or fully procedural. Perhaps you could think in terms of regular random towers and 'artefact' towers that are only in one place on the map (perhaps fixed, perhaps not). e.g. Sil has special vaults and a special forge that are only generated at most once each game. In some ways this might be like Brogue with its procedural puzzles. E.g. create a cool tower somewhere, then generate a map to it and a few people who know roughly where it is and place those in other places. In this way, finding knowledge would seem really exciting. Warlords actually had this, with a sage located in an out of the way place and you could ask what was located in a particular ruin, or in which ruin was a particular artefact located. Imagine having (a subset of?) the artefacts being placed around the map at generation time, so that they had an independent existence from the player and you had to find them, or be led to them by clues or magic. Of course you would have to generate out the whole map, but simply determine at some high level of abstraction that a particular 20 mile square will have a ruined tower and that the ruined tower will have the Spear of Ogbar, then generate the details of this on demand from the seed. Perhaps some characters (bards? people with lore skill?) could get to find out the rough location of an artefact every so often, or at character creation. Or they could find out that Ringil is in Ungoliant's lair, but not yet know where Ungoliant's lair is. There are so many great ideas surrounding this map concept! |
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#26 | |
Knight
Join Date: Apr 2007
Location: Indiana, U.S.A.
Age: 44
Posts: 784
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Quote:
I am also looking forward to your true-to-Tolkien-wilderness-generator, Nick. I suppose I'm less worried about the game elements, and just want a stroll.
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#27 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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Warlords 2 was ace. I cried when a Mac upgrade killed it.
Entirely irrelevant to *band, but I always thought that Civ would have been so much more enjoyable with the Warlords 'unit vectoring' model, whereby you could produce a griffon in City X and an appropriate number of turns later it would pop up in City Y. |
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#28 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,526
Donated: $60
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Well, thanks for all the ideas and speculation - some of it will be right, but I won't tell you which bits
![]() I'm actually going to have to deliver a game now, aren't I...
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#29 |
Veteran
Join Date: Mar 2013
Location: Berkshire, UK
Posts: 1,214
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Seriously?
23 billion game grids??! |
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#30 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,526
Donated: $60
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Actually less than 20 billion; there are 12x15 map squares, not 12x18. There's also an error in my little picture - region grids are square miles, so there are 49x49 of them to a map square.
So, the good news is that I now have something which is probably technically a functional game. It consists of:
Also, frequent crashes are to be expected.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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