Hi guys! I'm doing a thesis on procedural content generation, and for that, I'm looking at ways to generate unique monsters in Angband that are meant to be enjoyable in a challenging sort of way.
To this end, I need help from you: the Angband community. See, I'm hugely into game design and development in general, but as far as roguelikes go, I've never dedicated myself to one game long enough to conquer it. In the past, I've spent some time with Nethack and DCSS. In fact, I've only just started playing Angband for this project. So it'd be great if I could get input from you as my work progresses!
It's also necessary that I get some feedback once I finish setting up my 'experiments' so I can evaluate their value; after all, the aim is to generate content that maximises your enjoyment.
The First Phase - Test Dungeon
If I were to use the game as it is and just substitute the unique monsters with my own, evaluation would take a pretty long while (though I've heard experienced players could finish in a day?) Plus, main reason for using Angband is because it already has a Borg I can use to theoretically evaluate my random unique monsters, and a shorter dungeon would help with simulation times.
My initial idea is to create a test dungeon that comprises a few deeper levels. And to ensure that the unique monsters are actually encountered, a forced quest on each level to beat them before the staircase down appears - this is similar to a boss fight in a sense.
So far, I've figured out how to start the game at a deeper level and grant bonus exp at the start to get the character level high enough. I'll be looking at how to replicate the forced quest from Sauron's level next.
These are some questions I pose for you:
To this end, I need help from you: the Angband community. See, I'm hugely into game design and development in general, but as far as roguelikes go, I've never dedicated myself to one game long enough to conquer it. In the past, I've spent some time with Nethack and DCSS. In fact, I've only just started playing Angband for this project. So it'd be great if I could get input from you as my work progresses!
It's also necessary that I get some feedback once I finish setting up my 'experiments' so I can evaluate their value; after all, the aim is to generate content that maximises your enjoyment.
The First Phase - Test Dungeon
If I were to use the game as it is and just substitute the unique monsters with my own, evaluation would take a pretty long while (though I've heard experienced players could finish in a day?) Plus, main reason for using Angband is because it already has a Borg I can use to theoretically evaluate my random unique monsters, and a shorter dungeon would help with simulation times.
My initial idea is to create a test dungeon that comprises a few deeper levels. And to ensure that the unique monsters are actually encountered, a forced quest on each level to beat them before the staircase down appears - this is similar to a boss fight in a sense.
So far, I've figured out how to start the game at a deeper level and grant bonus exp at the start to get the character level high enough. I'll be looking at how to replicate the forced quest from Sauron's level next.
These are some questions I pose for you:
- How many levels do you think would be sufficient to get a feel for the game? 5? 10?
- Which depths would be most appropriate for this? Somewhere in the middle or near the end, I would guess?
- At what level should the character start off? Same as the depth level?
- What inventory should the character start off with?
- Should the town be available?
- Alternatively, rather than worry about the above questions, should I do something similar to some variants and simply 'compress' the dungeon to a shorter version?
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