Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 25, 2007, 09:04   #1
Geofferic
Rookie
 
Join Date: Oct 2007
Posts: 24
Geofferic is on a distinguished road
Feature Request: Random Dungeon Size

One thing I always wanted from Angband was more variety in the dungeon even for 'boring' levels.

The idea is that before dungeon generation, the size of the dungeon is determined from a simple array that uses the current dungeon size as a neutral can go down to 1/10th that size (maybe just the room you start in, a hallway, and then a vault for a special level) up to something like four times the size of the current dungeon.

In that vein, it could also have different dungeon shapes, to a degree. For instance, the dungeon could be L shaped or a giant square or two dungeons of the current size next to each other, etc. Think the shapes of tetris.

Anyway, just something I always thought would be neat.

Another idea would be irregular dungeon shapes, but I feel like that might be asking too much.
Geofferic is offline   Reply With Quote
Old October 25, 2007, 10:46   #2
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
There are a number of variants with much improved dungeon generation algorithms, resulting in all sorts of weird and wonderful non-rectangular rooms. Check out S, NPP, Un, FA etc. etc.

I agree with you that different sized levels would be more interesting, and not just "oh, this is a small level" and "this is another normal-sized level". More than two sizes of level would be an improvement, and your random idea sounds fine.

CC
Magnate is offline   Reply With Quote
Old October 25, 2007, 10:55   #3
pav
Administrator
 
pav's Avatar
 
Join Date: Apr 2007
Location: Prague, Czech republic
Age: 39
Posts: 782
pav is on a distinguished road
Send a message via ICQ to pav
Just don't make them larger than the current large levels. They are large enough.

BTW small levels come in many flavours, they can go from 1x1 to 4x2 screens, IIRC.
__________________
See the elves and everything! http://angband.oook.cz
pav is offline   Reply With Quote
Old October 25, 2007, 19:20   #4
Big Al
Swordsman
 
Big Al's Avatar
 
Join Date: Apr 2007
Location: Calgary
Age: 31
Posts: 327
Donated: $18.32
Big Al is on a distinguished road
I was playing around with the dungeon generation stuff a few months ago, and one of the things I tried was taking the current dungeon size, and randomly 'blocking off' large sections of dungeon where nothing would be generated. It would pick a dungeon (based on depth and randomness) out of:
a) Normal size
b) Block off some random number of rows along the bottom edge to make a long skinny dungeon
c) Block off some columns on the right edge to be a tall dungeon
d) Block off some squares in one or more of the corners to make an 'L', 'T' or '+' shaped dungeon
e) Block off random squares around the edge to make a 'raggedly' shaped dungeon
f) Some combination of a) through e)

It was actually rather trivial to implement. I was actually rewriting the whole dungeon generation stuff altogether at the time.

(Sorry if this is posted twice - doesn't appear to be, but internet has been flaky all day)

Last edited by Big Al; October 25, 2007 at 21:41.
Big Al is offline   Reply With Quote
Old October 25, 2007, 21:13   #5
Geofferic
Rookie
 
Join Date: Oct 2007
Posts: 24
Geofferic is on a distinguished road
Sounds interesting to me, Big Al.

What about 'donuts'? Where the center of the dungeon is all un-diggable or a sort of ruined vault or maybe a giant pit?
Geofferic is offline   Reply With Quote
Old October 25, 2007, 22:03   #6
Big Al
Swordsman
 
Big Al's Avatar
 
Join Date: Apr 2007
Location: Calgary
Age: 31
Posts: 327
Donated: $18.32
Big Al is on a distinguished road
Yeah that'd be cool too.

This was all part of a larger plan of mine to (try to) make levels more interesting, geography-wise.

To put in simply: the current method generates a bunch of rooms, then connects all the rooms together with hallway. My idea was to make one room; make a path out of that room and connect it to a new room; pick one of the two existing rooms and make a path off of that room to a new third room; pick one of the three existing rooms and make a path off of that room to a new fourth room, etc. While obviously more complicated than that to implement, it was a fairly simple algorithm. Advantages are that all rooms are guaranteed to be connected to each other, no dead end pathways (unless you want them), more tightly compacted rooms (if you want them). The interesting thing is that you can make series of themed elements, eg. a bunch of circular room in an area, or double-wide hallways in an area, or ragged-edged rooms and hallways, or 'curvy' hallways, etc.

Then I went back to school and never got a chance to finish it satisfactorily.
Big Al is offline   Reply With Quote
Old October 25, 2007, 22:56   #7
Geofferic
Rookie
 
Join Date: Oct 2007
Posts: 24
Geofferic is on a distinguished road
Yeah, I have never 'finished' any of my *band experiments since I'm always in school.

Now that I'm law school, tho, I seem to have more free time since I just don't go to class!

I was thinking that there should be 'special feature' dungeons that don't necessarily have special items or OOD mobs. Just like what appears to be an abandoned dwarf temple or something.

Maybe I'm talking about a variant again and don't know it!
Geofferic is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Dungeon Size ? lugonn Vanilla 5 September 2, 2007 13:11
Feature Request: Optionally persistent dungeon levels TJA Vanilla 6 August 22, 2007 11:42
Feature Request - Always stock recall scrolls Conker Vanilla 3 August 2, 2007 04:32
Feature Request : Gaining levels no longer causes hit-point loss when not hurt. Elsairon Vanilla 6 July 13, 2007 10:51
Feature request - auto-id when destroyed? Chris Wesling Vanilla 7 May 28, 2007 18:57


All times are GMT +1. The time now is 12:33.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.