random levels?

Anything to do with Zymotic here

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Postby king_ofall1 » Sat Oct 28, 2006 10:34 am

Vermeulen wrote:random map generators only work for hallway based games. I mean, can you imagine a random map generator for nexuiz arena style maps?


Yup, i can.

(long pause)

Lemmeoutofhere!!!!!!

A completely random map would be horrible.
The herring shall pwn you all.
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Postby Asraniel » Thu Nov 02, 2006 1:02 pm

it wouldnt be completely random. THe idea is the following:

A mapper creates different "modules" like

different hallways
different rooms
etc

they are then "tagged" with things like:

spaceship
dungeon
etc

then the random levelgenerator creates a level with those modules based on the information that is in their tags.

there would also be tags like

level end
level start
special room
etc

with all this it should be possible to create interesting random levels.
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Postby Asraniel » Mon Dec 25, 2006 9:58 pm

i'm wondering why nobody answered on my post. i mean, my idea is possible to do, realy. then combine the random levels with some rpg elements and you get a game that goes in the direction of hellgate london.
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Postby Vector_Matt » Mon Jan 08, 2007 5:08 am

Sorry about rezzing this post, but I actually know of a game that creates (sortof) random levels. It's UFO:AI, when the aliens invade your base it creates a level that is based on the current design of your base. The game is based on Q2 (I think) but the technique could probably be adapted to Zymotic, you would have to use an algorithm to generate a design which could then be fed into the thing that creates the level. I don't know how easy, or possible, this would be, but I thought it would be useful to know about.
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I'm starting to like this guy

Postby DeVsh » Fri Jun 08, 2007 8:23 pm

Enemies will not be at fixed locations, and there will not be a fixed amount of enemies, but the levels will stay the same. I think it would be pretty much impossible to randomly generate levels.


I love levels when there are too many enmies and you have too get somewhere,launch something, destroy or save someone to pass the level.
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Postby Diablo150 » Sat Jun 09, 2007 5:35 pm

Vector_Matt wrote:Sorry about rezzing this post, but I actually know of a game that creates (sortof) random levels. It's UFO:AI, when the aliens invade your base it creates a level that is based on the current design of your base. The game is based on Q2 (I think) but the technique could probably be adapted to Zymotic, you would have to use an algorithm to generate a design which could then be fed into the thing that creates the level. I don't know how easy, or possible, this would be, but I thought it would be useful to know about.


I think it's easy with outdoor map, for exemple, Soldier of fortune II (Quake 3 based), the player can play a game on a outdoor random map, with some prefabs buildings.

Totally indoor map maybe possible, but what about diversity ?
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Arena like and RPG

Postby Sorsis » Mon Jun 25, 2007 12:03 pm

Think of nethack. It holds quite good diversity for indoor maps. Arena like maps could use similar generator to create it's arenas but there wouldn't be those corridors that much. generator would consentrate on routes and cross sections of paths what players could go. Then generator need information how premade "toys" like trampolines, catapults, doors etc. work so that generator could be sure that every part of map can be visited.

And if generating of adventure which would be near of nethack experience while player plays the game is too CPU consuming project, why not give an opportunity for wannabee GM:s to precreate an adventure and tweak it a bit?
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Postby Asraniel » Tue Jun 26, 2007 11:11 am

well, implement random levels, add a inventory system and monsters droping random waepons, and there you have a nethack like shooter... how would i love such a game....i would like to code it myself, but i'm a java coder, and a bad 3d engine coder, so i'm still searching for a engine and programming language i like
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Postby Psychcf » Tue Jun 26, 2007 12:45 pm

I think I may have solved our compile-the-map problem. I'm getting something like 10 computers from my school district. I'm going to make a linux kernel with it. I could put a map compiler on there, so all you'd have to do is sftp the map over and compile it. I'll make accounts for mapmakers. that should hopefully bring the compiling time down :D
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Postby Diablo150 » Mon Jul 09, 2007 10:05 pm

[TSA] Psychiccyberfreak wrote:I think I may have solved our compile-the-map problem. I'm getting something like 10 computers from my school district. I'm going to make a linux kernel with it. I could put a map compiler on there, so all you'd have to do is sftp the map over and compile it. I'll make accounts for mapmakers. that should hopefully bring the compiling time down :D


And for the bandwidth ?
Imagine if th server must upload a new map all the time :p
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