The Angband dungeon generation discussion thread

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    #31
    Originally posted by Nick
    Which begs the question - what is the usual amount?
    According to Angband FDA regulations, one Ration of Food (0.8 lbs, so about 0.36kg) may contain up to 0.3g of dragon excrement and still be usable via the (E)at command. Shocking but true!

    EDIT: Also, pedant alert! MarbleDice's quote doesn't beg a question, it raises one!

    EDIT2: That should probably be 0.03g or 0.003g, 1/1000th dragon excrement is pretty excessive. Then again it would be consistent with how much life in the middle ages sucked!
    Last edited by d_m; December 24, 2009, 22:01.
    linux->xterm->screen->pmacs

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #32
      Originally posted by d_m
      EDIT: Also, pedant alert! MarbleDice's quote doesn't beg a question, it raises one!
      Although *Magnate's* statement could be read as an assumption that there is a normal amount...
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #33
        Originally posted by Nick
        Although *Magnate's* statement could be read as an assumption that there is a normal amount...
        I will escalate this situation: the statement begs the question "Is there a usual amount?" not "what is the usual amount?"
        linux->xterm->screen->pmacs

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9647

          #34
          Originally posted by d_m
          I will escalate this situation: the statement begs the question "Is there a usual amount?" not "what is the usual amount?"
          I'm losing badly here, I need a new direction.

          Haven't you derailed this thread enough?
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Djabanete
            Knight
            • Apr 2007
            • 576

            #35
            By the way --- I know I said I don't like special terrain, and I don't, but I wouldn't mind seeing occasional exceptions in vaults. Deep pits or lava (things that prevent movement but don't block LOS or ranged attacks) could add a layer of difficulty (which seems warranted in vaults), without being too complicated.

            I'm envisioning a vault consisting of concentric rings of lava full of Quylthulgs

            Comment

            • Atarlost
              Swordsman
              • Apr 2007
              • 441

              #36
              We've got I think four things: permanence, permiability to creatures, permiability to projections, and visibility.

              We curretly have:
              Floor: permanent (exceptions for earthquakes), permiable to creatures, permiable to projections, permits LOS
              Wall: diggable (in three harndess levels), impermiable to creatures (exception PASS_WALL on incorporeal creatures) impermiable to projections, blocks LOS
              Permanent Wall: permanent, impermiable to creatuers, impermiable to projections, blocks LOS

              Off hand a few special terrains:
              Magma: permanent, impermiable to creatures (possible exception elemental fire creatures) impermiable to projections (because of air turbulence) allows LOS
              Chasm: permanene, impermiable to creatures (possible exception fliers) permiable to projections, allows LOS
              Illusionary Walls: removable by magic?, permiable to creatures, permiable to projections, blocks LOS
              Curtains: easily diggable, permiable to creatures, block projections, block LOS
              Clear Curtains: easily diggable, permiable to creatures, block projections, permits LOS

              I'd say making an interesting terrain type is a simple matter of finding an empty slot in the 2x2x2x2 table, finding something that can plausably fill it, and if it blocks movement optionally making a flag for exceptions and figuring out which monsters should have it. If a terrain type doesn't sit in a different slot from an existing type it's probably not interesting enough to add.
              One Ring to rule them all. One Ring to bind them.
              One Ring to bring them all and in the darkness interrupt the movie.

              Comment

              • Djabanete
                Knight
                • Apr 2007
                • 576

                #37
                Originally posted by Atarlost
                We've got I think four things: permanence, permiability to creatures, permiability to projections, and visibility.

                We curretly have:
                Floor: permanent (exceptions for earthquakes), permiable to creatures, permiable to projections, permits LOS
                Wall: diggable (in three harndess levels), impermiable to creatures (exception PASS_WALL on incorporeal creatures) impermiable to projections, blocks LOS
                Permanent Wall: permanent, impermiable to creatuers, impermiable to projections, blocks LOS

                Off hand a few special terrains:
                Magma: permanent, impermiable to creatures (possible exception elemental fire creatures) impermiable to projections (because of air turbulence) allows LOS
                Chasm: permanene, impermiable to creatures (possible exception fliers) permiable to projections, allows LOS
                Illusionary Walls: removable by magic?, permiable to creatures, permiable to projections, blocks LOS
                Curtains: easily diggable, permiable to creatures, block projections, block LOS
                Clear Curtains: easily diggable, permiable to creatures, block projections, permits LOS

                I'd say making an interesting terrain type is a simple matter of finding an empty slot in the 2x2x2x2 table, finding something that can plausably fill it, and if it blocks movement optionally making a flag for exceptions and figuring out which monsters should have it. If a terrain type doesn't sit in a different slot from an existing type it's probably not interesting enough to add.
                I rather like the Illusionary Wall idea, although I think Telepathy and the regular gamut of detection magic renders it essentially identical to a floor tile later in the game.

                Thought-provoking post.

                Comment

                • buzzkill
                  Prophet
                  • May 2008
                  • 2939

                  #38
                  Originally posted by will_asher
                  I think keys & locked doors could work IF: 1) they were all generic and any key would work in any locked door. So that you didn't have to look for a particular key, but once you used a key it would be used up so that you'd have to find another key to open another locked door. 2) they didn't take up inventory space.
                  I mentioned locked doors and keys, not as new features scattered randomly about, but as replacements for the all too obvious sercet doors (the ones at ends of dead end corridors, included in set room types, and maybe a few others). I find these doors to be fairly useless, adding nothing to the game but the need to search for a few turns.

                  My vision for locked doors is something like this. Obvious secret doors would become locked doors. All keys are identical and fit all locks. All locked doors would unlock (1 turn) using a key, or could be picked using lockpicks (more than 1 turn). Keys would be stored in a free keychain/quiver (no inventory slot) and would only be found occasionally in the dungeon (gentrate 1 per level, never drop), and would be consumed upon use. Lockpicks (which are essentially optional equiptment) could be purchased in town, would be somewhat expensive and fragile, and would be stored in the inventory. In this way 'key management' becomes a feature. Do you want to use one of your limited supply of keys to unlock this door, carry lockpicks in your inventory, or find another way around (of course tunneling adjacent to the door would still be an option). Monsters have no need for keys and can move through locked doors (unlocking them as they go) just as they move through secret doors currently. Did I leave anything out?

                  I don't know for sure, maybe I'm over-complicating it, but it seems like more fun than "Uh oh, anther dead end. Hmmmm, I guess it's time to hammer the s key."
                  www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                  My banding life on Buzzkill's ladder.

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #39
                    Originally posted by buzzkill
                    I don't know for sure, maybe I'm over-complicating it, but it seems like more fun than "Uh oh, anther dead end. Hmmmm, I guess it's time to hammer the s key."
                    I really think a lot can be improved by having searching find things other than doors traps. By that I mean clues as to what monsters are on the level.

                    Comment

                    • RogerN
                      Swordsman
                      • Jul 2008
                      • 308

                      #40
                      Regarding secret doors, I recently came to the conclusion (for my own variant) that secret doors which block access to the next staircase are obnoxious and should be avoided if possible. On the other hand, secret doors which lead to hidden treasure rooms are a good gameplay mechanic. Note, however, that I plan on putting less emphasis on detection magic (detecting hidden doors and treasure) and more emphasis on passive searching skill.

                      Obviously to handle to secret doors like this, you'd need to analyze the dungeon connectivity in detail. That might not be a route that Vanilla wants to take.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #41
                        ToME has illusory walls in some areas, and generally they're just annoying -- you know they're there, but you have to either do a lot of headbanging or look at each individual tile to see if you can pass through it.

                        Comment

                        • will_asher
                          DaJAngband Maintainer
                          • Apr 2007
                          • 1124

                          #42
                          Originally posted by buzzkill
                          I mentioned locked doors and keys, not as new features scattered randomly about, but as replacements for the all too obvious sercet doors (the ones at ends of dead end corridors, included in set room types, and maybe a few others). I find these doors to be fairly useless, adding nothing to the game but the need to search for a few turns.

                          My vision for locked doors is something like this. Obvious secret doors would become locked doors. All keys are identical and fit all locks. All locked doors would unlock (1 turn) using a key, or could be picked using lockpicks (more than 1 turn). Keys would be stored in a free keychain/quiver (no inventory slot) and would only be found occasionally in the dungeon (gentrate 1 per level, never drop), and would be consumed upon use. Lockpicks (which are essentially optional equiptment) could be purchased in town, would be somewhat expensive and fragile, and would be stored in the inventory. In this way 'key management' becomes a feature. Do you want to use one of your limited supply of keys to unlock this door, carry lockpicks in your inventory, or find another way around (of course tunneling adjacent to the door would still be an option). Monsters have no need for keys and can move through locked doors (unlocking them as they go) just as they move through secret doors currently. Did I leave anything out?

                          I don't know for sure, maybe I'm over-complicating it, but it seems like more fun than "Uh oh, anther dead end. Hmmmm, I guess it's time to hammer the s key."
                          I like those ideas.
                          Will_Asher
                          aka LibraryAdventurer

                          My old variant DaJAngband:
                          http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                          Comment

                          • Djabanete
                            Knight
                            • Apr 2007
                            • 576

                            #43
                            Secret doors are baloney, IMO. Half of the reason I play warriors is so I can tunnel right through them.

                            Keys and magically locked doors could be cool in certain kinds of vaults. I'm imagining vaults with colored doors that could only be unlocked by the corresponding key, which would be somewhere else in the vault. Keys would not carry over from one level to the next --- they'd vanish from your inventory as soon as you left the level.

                            Comment

                            • d_m
                              Angband Devteam member
                              • Aug 2008
                              • 1517

                              #44
                              Originally posted by Djabanete
                              Secret doors are baloney, IMO. Half of the reason I play warriors is so I can tunnel right through them.

                              Keys and magically locked doors could be cool in certain kinds of vaults. I'm imagining vaults with colored doors that could only be unlocked by the corresponding key, which would be somewhere else in the vault. Keys would not carry over from one level to the next --- they'd vanish from your inventory as soon as you left the level.
                              If you wanted to go that route, having magically perma-locked doors with magical switches somewhere else on the level seems better.
                              linux->xterm->screen->pmacs

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                #45
                                I always found the key system in Diablo to be rather pointless (where you can buy or find keys which are occasionally needed to unlock chests you can find in the wilderness). I'm not really seeing the difference between that and needing skeleton keys to unlock random doors in the dungeon. Things get particularly screwy when you can just go around the doors through any number of means. So I'm going to vote no on using keys "in general", even if they don't use up an inventory slot.

                                Keys in vaults might be interesting, but I'm having trouble seeing how they'd amount to more than "you have to go over here before you can go over there".

                                Comment

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