Posts Tagged ‘random’

Sampling of new ActionRPG Items

January 30, 2008

I took a quick run through just to make sure the new Magical Items were working out right. The following is a couple of my interesting finds.

actionrpg-200801300043.png

Wow. That’ll be selling for 1 gold when I get the shops in. I’d even say you should have to pay just to be allowed to show Griswold this peice of trash. Yay for cursed items!

On the flip side..

actionrpg-200801300049.png

The most damage the monsters can do to me is 80, by the Darknuts. With the simple calculation I use, the poor Darknuts don’t even have a chance to hurt me. All those extra HP are only going to make them cry more.

actionrpg-200801300055.png

The Darknuts weigh in with a MaxHP of 99. You would kill them three times over with one hit. Look out, Darknuts. Your day is nigh.

So yeah, that’s a sample of the better magical items you can find right now. You can do better than even these if you keep your eyes peeled ūüėÄ

ActionRPG update

January 30, 2008

I’d like to have something interesting to post every day, but that I don’t think that’s possible. Still, I try.

I’ve made a few minor additions to ActionRPG, and I’m richer for the experience. Such additions include:
– Allowing magical items the possibility for both a prefix AND suffix.
– Adding all of the property ranges for those I’ve already defined, as per the tables found on Planet Diablo.
– Refactoring related to the above.
– Constant Random Seed, for reliable replication of environment (for testing purposes).

I haven’t yet taken a look at Quality Level, which determines¬†what magical properties can be used on an item. Also, item “quality” is still completely random – so it’s possible to wind up with The Best Item In The Game on the very first drop.

I really want to get some magic into the game. Really Badly. Perhaps I need to be poked with a stick to get it underway.

CryptFloors: random generation, go!

January 28, 2008

I decided to see how hard it would be to hook my Random Level Generator to ActionRPG. I had it going in under an hour. I’m shocked at my own efficiency:

 actionrpg-200801282053.png

So yeah, there you have it. For the first four levels under the church, I’m randomly generating rooms and filling them with a crapload of entities. I found the levels to be too small at 32×32 so I jacked them up to 64×64. I’m not sure if thats too big or what, I’ll have to playtest a bit more before I can really tell. I’ll probably drop back to 48×48 if I find it’s too big the way it is now.

A few additional changes that may not be readily apparent:
– The stats panel in the upper left is now shortened until you open the inventory.
– The player can now move on diagonals. You couldn’t get him through doors unless you had a wall to line him up, before.
– Doors are available as a tile used in the random generation, though they act as floor tiles right now.
– Randomizer uses constant seed system now. Great for saving games with.

There’s still a ton to do, I’d really like to try out the Cellular Automata Method¬†for the Caves. I think it will yield very good results. I’ll be doing it in the Level Generator project before I move it in here. That testbed was a super-great idea. I’m so smart.

Still working on Blogging Ultima III NES

January 28, 2008

The thought of mapping out 6 or 7 more dungeons on paper isn’t exactly an exciting deal to me, so I wound up putting a hold on moving forward in the game. I have enough¬†material to write up days 2 and 3, I’ve just been focused on ActionRPG and my¬†random level generator for¬†the last couple of days. I still have to finish up my Mana Sanctuary youtubes in Final Fantasy Adventure, too. I’ll make up a page for those when I get around to it. I like these games, I just don’t like the massively repetitive parts. Not my idea of a smashing time.

Random Level Generator

January 28, 2008

I felt it was time to at least set up a testbed for working on some random level generators. As I was looking around, I realized that emulating the look of a Roguelike would be a quick and dirty way to show off a dungeon map. I got right into it and built a WinForms app and gave it the first two test buttons you will see below:

Level Generator - Random Rectangles

I¬†started taking a look at some Roguelike map-related information at roguebasin, that Viridian¬†was kind enough to pass along to me. There wasn’t a whole lot I could really sink my teeth into, but an article originally written by Mike Anderson really caught my attention. I googled and found a page where he provided an example¬†where he was¬†stepping through and showing the algorithm at work. Once I saw that, I was hooked. I wrote up a rooms-only version and wound up with maps that looked like this:

Level Generator - Rooms-Only Anderson Algo 

As you can see, I’ve got something to work with now. Even if it doesn’t make perfect Diablo 1 maps, who cares! I just want some rooms to move around in for now. And this shows that I can have exactly that without a whole lot of trouble.

Make no mistake, I’m not done with this by a long shot. I’m looking at the walls of interconnected rooms and considering rolling for different types of openings: standard wall-door, completely open, pillars, portcullis-walls with door, and so on. I think that will make it look much more Diablo-esque. On top of that, if you consider that there are required rooms for certain floors (the Butcher’s room, for example), I may have nailed their creation method. Only time and effort can tell for sure!