[MOD] Random Dungeon (v0.99)
Posted: Sat Dec 29, 2012 6:22 pm
Since it's playable now (12 fully random generated levels, with secrets, treasures and everything completely random (but no real endgame point for now), I'd like to get some feedback.
It's almost impossible to test everything and see everything in a random dungeon. You simply need different players.
So here it is:
http://grimrock.nexusmods.com/mods/148
If you're interested in a Grimrock Random Dungeon, please give it a try and post what you think, I'll continue to develop this thing until it's as entertaining as Nethack (if I'm able to).
It's almost impossible to test everything and see everything in a random dungeon. You simply need different players.
So here it is:
http://grimrock.nexusmods.com/mods/148
If you're interested in a Grimrock Random Dungeon, please give it a try and post what you think, I'll continue to develop this thing until it's as entertaining as Nethack (if I'm able to).
Code: Select all
Changelog:
v0.99
- added countless items ("dagger +1" etc.)
- added Ixnatifual's Tome Library
- added Geistertanz' City Fog
- added random no-sleep levels
- wooden boxes are more interesting
v0.98
- added locked doors / keys / wooden boxes
- added random wall decorations
- added lootable crates/barrels/eggs
- level up teleporters have different color
- randomized pillar facing
- added random anti-magic levels (script by Grimwold)
- improved teleporter safety
- better torch distribution
- improved crystal safety
- bugfix: crash on Archer kill
- fixed rare clipping bug on teleporter pillars
- many smaller optimizations
v0.97
- door gfx correspond to tileset
- monsters drop more random but still logical loot
- added Komag's earthquakedust script
- daemon heads are more interactive
- added random pillar decorations
- removed the dagger random seed trick as it seems to generate the same random dungeon over and over again.
v0.96
- added random altars (find out what happens)
- monsters spawn further away from another
- champion level determines monster level on dungeon generation
- added Martin Thoresen's randomizer
- improved item distribution
v0.95
- added projectile/pressure plate traps
- added random ground tentacles
- improved random corpses
- bugfix: hidden plates work on all levels
v0.94
- fixed teleporter bug on tilesetchange
- added hidden pressure plates for treasures/items
- better item distribution
- added many items I've forgotten
- removed some redundant spawns (performance)
- made corpses more interesting
v0.93
- procedural code completely works!
- 12 playable random dungeon levels!
- all Grimrock Tilesets
- all Grimrock items
- all Grimrock monsters
- added random treasures
- optimized item distribution
- fixed some torch related bugs
- more monsters per level
- door variations
v0.922 really fixed button over alcove bug :)
v0.921
- fixed buttons over alcoves/torches bug
- more alcoves
0.92
- added random buttons/secret doors/secrets
0.91
- added teleporters to go back up
- added random spell scrolls
- made spell scrolls usable (put in hand, click)
- added random corpses and skulls and "lastwords"
- improved safety for start/teleport
- level 3 can be entered but is empty for now
v0.9
- added another full random level
- random teleporter to next level
- less doors
v0.8
- added random doors
v0.7
- added random alcoves with random items
- fixed most "see through walls" torches
v0.6
- added random torch holders
- Crystals can't get spawned into walls anymore
- generates less redundat objects (performance)
- improved item/monsters facing randomization
- added some random pillars
- added "Generate Dungeon..." intro
v0.5
- fixed start location automap bug
- made it impossible to get walled in on start
- increased number of walls
- more different items
v0.4
- added random items on random tiles
- added healing crystal on random tile
- player can't start in a wall block anymore
- starting location randomized
v.03
- Random Monsters added!
- z-clipping gfx bugs fixed