Originally posted by Robsoie
blandness in V (from DF forum)
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Diversity of terrain in Angband
no special dungeon features
- water generation (streams and lakes, flooded levels)
- chasms (also different types, some could work like 'big' pit-traps, floors-like where you could fight with monsters (with certain +/-); some like deep descent chasms)
- more types of terrain - floors/walls. Online roguelikes (PWMA and TomeNET) got different layouts in the dungeons, it makes adventure more diverse. As V got one dungeon, it could have such features just certain lvls, eg
-- some levels could be 'cold' (with icy floors which could be slippery - such ones exist in TomeNET; ice walls (melted by fire easely).
-- some could be hot (with sand, which is easy to dig) etc
Also TomeNET had relatively recent update with great way of 'inserting' parts of the 'interesting' terrain in the dungeon. So in common 'stone' dungeons could be small patches of sandy walls (they looks very organic as they come in certain group/pattern, not randomly; it looks and feels very fun), maybe V-devs could investigate how it's made in TomeNET codeLast edited by tangar; August 19, 2019, 08:22.https://tangaria.com - Angband multiplayer variant
tangaria.com/variants - Angband variants table
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youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in RussianComment
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Dive fast, die young, leave a high-CHA corpse.Comment
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Maybe some discussion on dungeon generation is needed? The special rooms code has been in for a while and although the number of possible special rooms is now large, making the rooms themselves interesting, there could be scope for some amendments.
Not sure about 4.2.0 (not checked yet) but in 4.1 the old style 'bland' level generation was still there and the game randomly chooses between that one, the new one with special rooms, labyrinths and caverns (the last two having depth checks). Removing the old style generator would seem to be a step forward as we know the new one works. And then maybe add some more interesting level generators.
There was discussion years ago about a way to create a more closely packed room structure and I'm sure other ideas would present themselves.
Having a selection of different generators would certainly keep each level as more of a surprise
There was also the discussion around having smaller levels at the start, primarily to encourage diving. But it would also stop the first couple of levels seeming like endless stretches of corridors"This has not been a recording"Comment
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What would be really nice from a development perspective would be hooking up the generation routines to the terrain definitions and having a standalone command line tool that spits out a text, coloured text, or html rendering of a level into a file, so that one could adjust the generation routines and inspect outputs without booting up a game and going into wizard mode.
One can dream.Comment
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What would be really nice from a development perspective would be hooking up the generation routines to the terrain definitions and having a standalone command line tool that spits out a text, coloured text, or html rendering of a level into a file, so that one could adjust the generation routines and inspect outputs without booting up a game and going into wizard mode.
One can dream."This has not been a recording"Comment
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I doubt it. I pretty much agree with what he is saying & I do shift run. I think the game is fun despite being bland in a lot of places but I do think its there & that it gets in the way of trying to get into the game & enjoy yourself. Particularly in the early game. It matters less later on when the game gets more dangerous & you're concentrating more on not dying.Comment
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Some of that feel in the early game may be the inevitable result of expert experience. In a game that forces one to start from ground zero every time, you have to bear with some drudgery to work your way to where things get difficult for you. A beginner would likely not feel the same, as they need the time to learn and figure out what is going on, something the early levels do particularly well. I imagine Serena Williams having lost her top seed position by being out of tennis for awhile had some of the same feeling having to work her way back up to the top ranks.“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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Blandness basically means lack of variety, especially when it comes to terrain. Vanilla has never been a game that featured a wide variety of terrain, and while that hasn't particularly hampered it in the gameplay department, I can see how it means there's not a lot of flavor to the dungeon. I guess that could create extra barriers to bringing in new blood.Comment
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Blandness basically means lack of variety, especially when it comes to terrain. Vanilla has never been a game that featured a wide variety of terrain, and while that hasn't particularly hampered it in the gameplay department, I can see how it means there's not a lot of flavor to the dungeon. I guess that could create extra barriers to bringing in new blood.Comment
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Maybe we can dump player directly to DL20 for some thrill.
edit:
other random ideas:
no food ration in shop
make first ten levels nethack-sized and each guarded by an early unique or several warg-tier monsters
replace town folk with baby dragonsLast edited by werecobalt; August 20, 2019, 09:38.Comment
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Well, for my two cents, I came off a Vanilla hiatus from 3.0.6 to some of the recent versions put out in the last year and I found the increased variety in dungeon layout one of the most enjoyable changes. I've only run through it twice, but I was constantly surprised to see new rooms, vaults, special rooms (whatever terminology is technically correct), and even the town was different. Lots and lots and lots of these things. Shrugs. I guess this is a perspective thing. When I played a lot of old Vanilla what OP was saying was pretty true to my experience,... long hallways, tons of boring square rooms, an insane number of that 4x4-room-thing-with-4-doors, the three-rooms-forward-slash-small-vaulty-thingy, and the rare-greater-vault-that-you-can't-explore. These are all the official names of these things, btw. But lately, I was finding new things I had never seen before on most of the levels I played. Shrugs.
tl;dr, I think there has been a lot of love given to dungeon layouts and variety, if not precisely lava/ice/water/sand etc.You are on something strangeComment
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As far as variety in V, I'm digging the changes to spiders in Vanilla git master. The web terrain makes them a lot more creepy and threatening. An imprompto monster group with web slinging spiders and higher HP giant ticks can be surprisingly dangerous, and it just looks cool.Comment
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