Random Dungeon Test

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Roman42
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Joined: Tue Dec 11, 2012 11:38 am

Random Dungeon Test

Post by Roman42 »

I have an idea, how to realize random dungeons. I've tested it with random spawning secret doors on an empty map and it basically works.
(including automap)

First test version:
http://grimrock.nexusmods.com/mods/148/

EDIT:
Hmm, a new problem, one of the 4 secret walls in each block is always an illusionary wall. You can go through it and the automap doesn't draw a line for that wall.... :(

EDIT:
Problem sorted, script updated, uploading new demo file! (0.2) :)
Last edited by Roman42 on Sat Dec 29, 2012 6:41 pm, edited 2 times in total.
Ixnatifual

Re: Random Dungeon Test

Post by Ixnatifual »

I think the proper way to make random dungeons would be by through generating meaningful dungeon.lua files as the first step.
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Roman42
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Re: Random Dungeon Test

Post by Roman42 »

Ixnatifual wrote:I think the proper way to make random dungeons would be by through generating meaningful dungeon.lua files as the first step.
What should a dungeon.lua contain?

BTW: I've added random monsters on random tiles and fixed the z-clipping problems on the pillars:
http://grimrock.nexusmods.com/mods/148/
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JohnWordsworth
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Re: Random Dungeon Test

Post by JohnWordsworth »

I made a dungeon.lua script that generated a bunch of rooms, joined them up and added some doors, monsters and then clutter. I'll post the screens of the map tomorrow back at my PC.

I got a big worried that saving / loading the game would re-randomise the dungeon (especially after an update) so I put the idea on the back burner. Can share the script if its useful though!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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JohnWordsworth
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Re: Random Dungeon Test

Post by JohnWordsworth »

Here's an example floor generated by my first stab at procedural level generation for a 'GrimHack' mod. I intend to scrap this algorithm in favour of a new one. This one worked quite well for generating a layout, but didn't generate the floor with any logic - I'd like a new algorithm to 'dig out' the dungeon and then place keys and alcove puzzles around the place, knowing that it's impossible to get stuck.
SpoilerShow
Image
If anyone wants the code, just let me know. While it's very first-drafty - it shows how the Grimrock side of things works and highlights some of the things you have to consider to make it work properly in the 'pre-load' dungeon.lua parsing (some Lua methods and the like seem to be missing at this point).
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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mahric
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Re: Random Dungeon Test

Post by mahric »

JohnWordsworth wrote:Here's an example floor generated by my first stab at procedural level generation for a 'GrimHack' mod. I intend to scrap this algorithm in favour of a new one. This one worked quite well for generating a layout, but didn't generate the floor with any logic - I'd like a new algorithm to 'dig out' the dungeon and then place keys and alcove puzzles around the place, knowing that it's impossible to get stuck.
SpoilerShow
Image
If anyone wants the code, just let me know. While it's very first-drafty - it shows how the Grimrock side of things works and highlights some of the things you have to consider to make it work properly in the 'pre-load' dungeon.lua parsing (some Lua methods and the like seem to be missing at this point).

IF randomly generated stuff isn't saved, then:

A very very dirty way to save during save-games might be.... to put your generated file in a scroll text ....

(Told you it was dirty. But hey, it should work!)
Did you visit the Wine Merchant's Basement? And heard about the Awakening of Taarnab?
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Komag
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Re: Random Dungeon Test

Post by Komag »

That's pretty cool really. Maybe this could lead to some sort of fight challenge, see who can survive a level of this created with tough fights all over
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Roman42
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Re: Random Dungeon Test

Post by Roman42 »

Komag wrote:That's pretty cool really. Maybe this could lead to some sort of fight challenge, see who can survive a level of this created with tough fights all over
It will be not just a level. I'm planning to generate a full dungeon. :)
At the moment I'm stuck with stairs down, because the model needs real walls to work properly. With fake walls, it shows a ground plate on it's second tile.. But it's just a graphical glitch, perhaps I can live with it, otherwise, it would already work as a multi level dungeon.

BTW: v05 is uploaded:
http://grimrock.nexusmods.com/mods/148/
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