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#1 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,104
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blandness in V (from DF forum)
http://www.bay12forums.com/smf/index...opic=164729.30
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,860
Donated: $60
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Can't please all the people - especially when they only play for long enough to confirm their existing biases
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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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#3 | |
Knight
Join Date: Mar 2015
Location: Moscow, Russia
Posts: 552
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Diversity of terrain in Angband
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- water generation (streams and lakes, flooded levels) - chasms (also different types, some could work like 'big' pit-traps, floors-like where you could fight with monsters (with certain +/-); some like deep descent chasms) - more types of terrain - floors/walls. Online roguelikes (PWMA and TomeNET) got different layouts in the dungeons, it makes adventure more diverse. As V got one dungeon, it could have such features just certain lvls, eg -- some levels could be 'cold' (with icy floors which could be slippery - such ones exist in TomeNET; ice walls (melted by fire easely). -- some could be hot (with sand, which is easy to dig) etc Also TomeNET had relatively recent update with great way of 'inserting' parts of the 'interesting' terrain in the dungeon. So in common 'stone' dungeons could be small patches of sandy walls (they looks very organic as they come in certain group/pattern, not randomly; it looks and feels very fun), maybe V-devs could investigate how it's made in TomeNET code
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http://tangaria.com - persistent online multiplayer roguelike game tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GlazGame — streams in English ⍽ youtube.com/StreamGuild — streams in Russian Last edited by tangar; August 19, 2019 at 09:22. |
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#4 |
Knight
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 791
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It is a more subtle improvement to notice, but in my view the new special rooms patterns make the dungeon a lot more interesting.
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Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#5 |
Adept
Join Date: Apr 2016
Age: 49
Posts: 114
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Maybe some discussion on dungeon generation is needed? The special rooms code has been in for a while and although the number of possible special rooms is now large, making the rooms themselves interesting, there could be scope for some amendments.
Not sure about 4.2.0 (not checked yet) but in 4.1 the old style 'bland' level generation was still there and the game randomly chooses between that one, the new one with special rooms, labyrinths and caverns (the last two having depth checks). Removing the old style generator would seem to be a step forward as we know the new one works. And then maybe add some more interesting level generators. There was discussion years ago about a way to create a more closely packed room structure and I'm sure other ideas would present themselves. Having a selection of different generators would certainly keep each level as more of a surprise There was also the discussion around having smaller levels at the start, primarily to encourage diving. But it would also stop the first couple of levels seeming like endless stretches of corridors
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"This has not been a recording" |
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#6 |
Knight
Join Date: Jan 2017
Posts: 772
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What would be really nice from a development perspective would be hooking up the generation routines to the terrain definitions and having a standalone command line tool that spits out a text, coloured text, or html rendering of a level into a file, so that one could adjust the generation routines and inspect outputs without booting up a game and going into wizard mode.
One can dream. |
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#7 | |
Adept
Join Date: Apr 2016
Age: 49
Posts: 114
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Quote:
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"This has not been a recording" |
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#8 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,650
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I think thats a guy who doesnt use shift-run. If you do use that, theres a feature literally every step.
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#9 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,104
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I doubt it. I pretty much agree with what he is saying & I do shift run. I think the game is fun despite being bland in a lot of places but I do think its there & that it gets in the way of trying to get into the game & enjoy yourself. Particularly in the early game. It matters less later on when the game gets more dangerous & you're concentrating more on not dying.
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#10 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,842
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Some of that feel in the early game may be the inevitable result of expert experience. In a game that forces one to start from ground zero every time, you have to bear with some drudgery to work your way to where things get difficult for you. A beginner would likely not feel the same, as they need the time to learn and figure out what is going on, something the early levels do particularly well. I imagine Serena Williams having lost her top seed position by being out of tennis for awhile had some of the same feeling having to work her way back up to the top ranks.
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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