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[MOD] Random Dungeon (v0.99)

Posted: Sat Dec 29, 2012 6:22 pm
by Roman42
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). :)

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 

Re: [MOD] Random Dungeon

Posted: Sat Dec 29, 2012 10:56 pm
by germanny
Now this is great! i ill have a look.

Re: [MOD] Random Dungeon

Posted: Sat Dec 29, 2012 11:24 pm
by msyblade
fantastic! Glad that you've seen this project through. I'm sure there was some very hard work involved. Thank you again!

Re: [MOD] Random Dungeon

Posted: Sun Dec 30, 2012 12:53 am
by germanny
I´ve played to lvl 3, it worked all fine to me. Found a secret on every level. Had a very hard fight with three! spiders just after teleport to lv.3..
Weapons and food seems balanced. I dont expect those damn small herders w. poison on the 1st level - but still playable. For gods sake no respawns^^
Do not found any secret buttons yet. And no unacessible areas.

Well done i think!

Re: [MOD] Random Dungeon

Posted: Sun Dec 30, 2012 1:37 am
by Roman42
germanny wrote:I´ve played to lvl 3, it worked all fine to me. Found a secret on every level. Had a very hard fight with three! spiders just after teleport to lv.3..
Weapons and food seems balanced. I dont expect those damn small herders w. poison on the 1st level - but still playable. For gods sake no respawns^^
Do not found any secret buttons yet. And no unacessible areas.

Well done i think!
Since the dungeon itself leaves a lot of room for dancing, I've decided to spawn some harder monsters to keep the player interested. But you survived it, so it works. :)

Real secret buttons aren't in there right now, just those metal button you've already found.

And respawns won't ever happen. :) I don't like them, too.
msyblade wrote:fantastic! Glad that you've seen this project through. I'm sure there was some very hard work involved. Thank you again!
Thanks. But it wasn't work actually. Each Elemenet of the Dungeon is like a puzzle to solve for me. Next step will be random ground plates with traps and treasures. :)

Re: [MOD] Random Dungeon

Posted: Mon Dec 31, 2012 2:26 pm
by Roman42
A litte update, had a stupid bug related to tilesetchanges and teleporters. It's solved and I've added hidden groundplates.

BTW: It seems one can't spawn a visible groundplate or anything else ground related, because the old ground texture will always eat the new one. If you set ground stuff with the editor, it seems to kill the old ground tile, but when spawned they're both there.

Would it help to increase the height of groundplates/pits in a modeller or would this lead to new visual problems?

Code: Select all

v0.94 changelog
- 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

Re: [MOD] Random Dungeon

Posted: Mon Dec 31, 2012 2:31 pm
by Neikun
I think if you raised it above the normal floor, the player will see it.

Re: [MOD] Random Dungeon

Posted: Mon Dec 31, 2012 3:43 pm
by Roman42
Can this be archieved with GMT or do I need some real modelling experience for this (Blender etc.)?

Re: [MOD] Random Dungeon (v0.94)

Posted: Tue Jan 01, 2013 12:22 am
by HaunterV
i guess its made entirely with secret doors. I had Skuggsvein make me up some extra doors as I am making a dungeon that uses them as the walls for another purpose.

viewtopic.php?f=14&t=4488

Re: [MOD] Random Dungeon (v0.94)

Posted: Tue Jan 01, 2013 3:53 pm
by Roman42
HaunterV wrote:i guess its made entirely with secret doors. I had Skuggsvein make me up some extra doors as I am making a dungeon that uses them as the walls for another purpose.

viewtopic.php?f=14&t=4488
Yes, every wall is a secret door + pillars. Thanks, these doors will be very useful.