Currently I feel (again) a bit uncontent with the wilderness in LambdaRogue. It looks good, but is very unstructured. I use puzzle tiles to create the levels in LambdaRogue, and this works great for dungeons and caves; the more puzzle tiles I have, the more interesting the levels. But for wilderness it's not enough and I think a need a second layer above the puzzle tiles to give structure to the wilderness - and make it, while still being randomly created, not to look arbitrary, but instead to provide certain fixed spots (like positions of the dungeon entrance, positions of NPCs etc.)
I already have one layer -- the river. It is created above the wilderness "background". I am now thinking about using this concept for creating wider paths and mountains, too -- big enough to work as landmarks for the player. The currently randomly scattered villages would be near the path, and the dungeon entrance would be somewhere in the mountains.
On the other hand, I am considering to throw the whole wilderness away (not throw away the source code, but simply not use it). The player would start in the temple where Ahna gives him the main quest (find the Book of Stars) and then head straight forward to temple's cellar as entrance to the main dungeon. The current second dungeon level (the one with the antbees) would become 3rd level.
On Jun 30, 2:56 pm, Mario Donick <mario.don...@gmail.com> wrote:
> On the other hand, I am considering to throw the whole wilderness away > (not throw away the source code, but simply not use it). The player > would start in the temple where Ahna gives him the main quest (find the > Book of Stars) and then head straight forward to temple's cellar as > entrance to the main dungeon. The current second dungeon level (the one > with the antbees) would become 3rd level.
> I really consider this thought.
If the wilderness has no use but eye candy, axe it until you either have a use or have better eye candy. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
On 30 kesä, 21:56, Mario Donick <mario.don...@gmail.com> wrote:
> Which of the two ways would you go?
If you have more than one location then you obviously need an overworld map to travel between locations. I have a good experience from semi-random overworld map which has all the places in "fixed" locations, but the map is always slightly different so you don't get bored. I think the overworld should be small and clean (no mazes) so it's easy to travel between places. If I remember it correctly the overworld in Lambda is a bit confusing. I guess that's why you need that stupid compass:)
> On 30 kesä, 21:56, Mario Donick <mario.don...@gmail.com> wrote: >> Which of the two ways would you go?
> If you have more than one location then you obviously > need an overworld map to travel between locations. > I have a good experience from semi-random overworld map > which has all the places in "fixed" locations, but the > map is always slightly different so you don't get bored. > I think the overworld should be small and clean (no > mazes) so it's easy to travel between places. If I > remember it correctly the overworld in Lambda is a bit > confusing. I guess that's why you need that stupid > compass:)
That was indeed the reason for me to implement the compass, because I often had problems to find the way to the dungeon entrance. I never have this problem in the dungeon itself.
> On Jun 30, 2:56 pm, Mario Donick <mario.don...@gmail.com> wrote: >> On the other hand, I am considering to throw the whole wilderness away >> (not throw away the source code, but simply not use it). The player >> would start in the temple where Ahna gives him the main quest (find the >> Book of Stars) and then head straight forward to temple's cellar as >> entrance to the main dungeon. The current second dungeon level (the one >> with the antbees) would become 3rd level.
>> I really consider this thought.
> If the wilderness has no use but eye candy, axe it until you either > have a use or have better eye candy.
Yeah. I think I agree, and I think the game would be more straightforward if the way to the dungeon was more clear.
On Jun 30, 8:47 pm, Krice <pau...@mbnet.fi> wrote:
> On 30 kesä, 21:56, Mario Donick <mario.don...@gmail.com> wrote:
> > Which of the two ways would you go?
> If you have more than one location then you obviously > need an overworld map to travel between locations.
This is not so obvious. There could simply be a list of locations that you know about, along with the amount of time to travel to them. You can still generate random encounters along the way if you're so inclined. You could choose between travelling with a caravan (allies to help with encounters, but slower) or on your own. Of course, caravans only go to towns, not to obscure dungeons. Perhaps to get to some locations you must hire a guide. I'm starting to think that this method might actually be more interesting than the standard overworld map.
Or you can just have all the different dungeons connected up like in Nethack.