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Darkmod Mission Randomizer


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Hello!

I've started work on a Darkmod mission generator.
I'm doing this for my final project in order to complete college. I'm not planing to create a usable result during but I will get closer. I intend to complete it after the assignment is over. I might turn this into a team effort at some point.

I've been able to create 1 level of a city till now and am continuing the with the work:
I've also created a tiling algorithm not showcased here which fills these houses with rooms.

alley.jpg
http://www.imageupload.co.uk/images/2015/05/08/alley.jpg

Cheers!

Edited by n3ux
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Certainly interesting, though I can't fathom how this would work in practice.

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Awesome! Did you make some nice screenshots for the community already? :)

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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@SeriousToni
Unfortunatelly no.
The module for translating my generated level info into a map file is not yet made.
But i guess I'll have to make it soon to have a better view over the randomization of upper levels of the city.

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I think the most important question for us is if it visportals properly, so performance will be ok, and then maybe secondly that it's lit properly so there's the right amount of light & shadow, and not overlapping lights that kill performance. If that happens, then I think it's possible to have template rules for placing everything else, guards, loot, random items and readables, etc & have it workable. (Guard paths might be another challenge though.) I've seen procedural generation in other games do respectably enough to have faith in this.

 

Or what it might mean is that the system gets like 85% right on, and a mapper may need to go in and add or tweak 15% to sanity check it & make it a proper FM.

But that's a hell of a lot of work to have done procedurally. If it's good enough to get working levels out of the box, all the better. You just push generate & play. And if one turns out to be a dud, you just try it again. You could make a cool rogue-like out of the concept. Good luck with it anyway!

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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This should be used together with the modular building system in my opinion. People would focus on making and contributing high-quality planned modules and then the algorithm mashes them together. If the algorithm is sound enough as Demagogue says, players could click on "new game" and "generate mission" and set their preferences for what type of mission it should be, set a check next to undead/spiders, mansion / city slums / and or docks, heist / assassination / espionage or random etc. and then click play. That would take a story generator too.

 

I'd definitely play that.

Edited by Dragofer
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The module for translating my generated level info into a map file is not yet made.

Alternative workflows for map making are always interesting. What does your algorithm currently output, if not a .map file? And what are we looking at in your OP picture?

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@demagogue
Curentlly I'm not too conserned with the porting my generated info into game files, I'm sure its gonna be tricky but I think its doable.

@161803398874989
Yes, I do have a graph setup, It's pretty much necessary for creating puzzle trees.

@Dragofer
I agree. It should be modular and based on config and preferences files so It can be easily expanded and modified. I try to keep it clean and expandable but working by myself at the moment I can only do so much. If this becomes a team effort it will deffinately become modular.
Story generator is a thing I've been thinking about but haven't really experimented with it yet, I've got some ideas and I'm sure with some help it's doable.

@SteveL
What your looking at is a result of a tiling problem done few years ago. I've reused it in the new project and houses are now successfully filled with rooms.

Roomd.png

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Yes, Tels is truely a friendly professional in this! And so are you! Nice to see this evolving! :)

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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  • 7 months later...
  • 11 months later...

Hello everyone!

It's been a while since i've updated the status of this project.
Unfortunatelly, I've been unsuccessful in gathering a team of 2-4 to tackle this problem. Its too huge of a problem for a single programmer to handle.
I'm a hardcore TTLG thief fan but never got too far into darkmod. Certain things bothered me, english voice acting for one, but this is not the thread for that.
I'm still developing algorithms for a randomizer but have decided to use them for a 2D mobile game or standalone thief-inspired comupter game in the future.
I might change my mind in the future but I wouldnt bet on it since having a team is a necessity.
I'll make sure to let you know when any result comes from the randomizer.

Thanks for your support and nice words!
Cheers, neux!



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Thanks to Springheel there will be a lot of building modules, that might make use of, in the next release. If you find an algorithm that sets the modules together in a sensible way it might enable you to create levels realtively easily. Since the modules are modeled, a sealing goemetry has to be added afterwards, but this should also be no too big problem.

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  • 4 weeks later...

Tels never made progress at swift mazes neither since 2014.

Edited by Anderson

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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Hm yes, you're right. Seems not to be an easy task...

Yes, life comes up after programmers faster because they have to make ends meet and it's not easy for anybody.

Edited by Anderson
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"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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  • 2 years later...

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