Procedural dungeons and Skyrim

Post » Wed Jan 19, 2011 2:14 pm

Oblivion had a few procedural dungeons. Will we see this tendency being developed in Skyrim?

I would prefer that not so much attention would be put into huge dungeons or hard to navigate labyrinths but into huge mysterious areas with secret sections and random puzzles. It would be very interesting to have special or random encounters with NPCs (see Fallout and Diablo I) being generated inside dungeons.

Procedural Dungeons don't have to be predictable. It would be expected that some parts of a dungeon would crumble to reveal a cave area or and underwater river. Some dungeons might be occupied and modified by rogue wizards and mages and show distinct signs of what happened inside in the last years.
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Jason White
 
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Post » Wed Jan 19, 2011 1:56 am

It would be nice if the dungeons weren't simply "fight your way through a bunch of monsters, get random sword at the end." Some secret passageways and some reason for them being there would be great. This was something they started doing with fallout and hopefully will continue. Granted you had to piece together the information from things you found lying around the 'dungeon' but there was a reason for it. No more generic forts, although what will the Skyrim equivalent to holodisks and computer terminals be? I hope they don't have 'scraps of parchment' lying around everywhere for you to read...
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Natalie J Webster
 
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Post » Wed Jan 19, 2011 3:57 am

Pretty sure it's all hand crafted. You mentioned more puzzle style dungeons which require finding clue throughout, that would EPIC!
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mimi_lys
 
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Post » Wed Jan 19, 2011 7:16 am

I'd much rather have real hidden things. A big message that says "Open Secret Entrance to Mine Hidden Cavern" When I move past a rock is not secret.
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jennie xhx
 
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Post » Wed Jan 19, 2011 7:13 am

Something to see...

http://www.youtube.com/watch?v=G7wbP3I8Aeg

http://www.youtube.com/watch?v=-d2-PtK4F6Y




What would be nice, is if they released a developer's tutorial that outlined everything needed to create your own tile sets and engine objects (conceptually at least).
Enough information so that modders familiar enough with a supported 3d package could build a mapper's resource for Tes Nexus. This would allow those interested to create and upload new wall interiors and decorations for themselves and for others.

Mappers that just want to make maps could have access to new assets for creating additional areas (like dungeons) in the game, and if they need something specific... chances would be that they could get it made by somebody.

Players would reap the benefits of it.

(It'd be neat to have a mod thread in the Skyrim mod section that divided the map into a grid and outlined where existing mods occupy space on the map for compatibility between mods ~be it technical, or just for believability sake.)
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Kerri Lee
 
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Post » Wed Jan 19, 2011 7:22 am

Something to see...

http://www.youtube.com/watch?v=G7wbP3I8Aeg

http://www.youtube.com/watch?v=-d2-PtK4F6Y

how is that even remotely related to the subject?
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Breautiful
 
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Post » Wed Jan 19, 2011 3:04 am

how is that even remotely related to the subject?
Easy... It demonstrates the current state of procedural content creation (as of a year or two ago), and while its not caves... that bit doesn't really matter I think.

We were talking about procedural ruins in FO:NV (before it shipped), and even for FO3, (before it shipped)*.
Good procedural maps (linked to hand crafted areas), would IMO be a great addition to both the TES and Fallout series.

*Well.... I was; Most at the time did not want to hear it, but I was describing the idea for procedural ghost towns and ruins in Fallout and Fallout New Vegas ~and that the distances between major set-piece areas could be littered with remnants of old settlements, and industrial areas (complete with minor sub-quests on occasion). Fallout 1 & 2 were like that (conceptually, though not procedurally).

(At the time it related to the notion that FT ~fast Foot Travel, could drop you into a generated area between points A & B, for an ambush or pleasant discovery along the way.)
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Daniel Lozano
 
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Post » Wed Jan 19, 2011 2:37 pm

Some things should be procedurally generated. Old forts should be, because most military buildings would be built in similar fashions. I have always been a little confused about ruined forts in Oblivion, they all felt like secret escape tunnels for forts rather than actual forts. A fort should be more open and organized, it should also be more above ground than below ground.
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Rinceoir
 
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