random dungeon generator

Post » Sat Sep 11, 2010 1:41 am

well yeah, i mean thats obviously better, but im talkin about a small sidequest. if you plan on playing 500+ hours, your probably going to see about all there is too see, so it adds something fresh (not nessisarily "great") but a way to squeeze in a little more content

Mods? :P

I personally am thinking of making a dungeon "booster pack" mod for Skyrim, that just scatters a bunch of new dungeons throughout the countryside, in the same style and presentation of the vanilla ones but more challenging and less linear.
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Melly Angelic
 
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Post » Sat Sep 11, 2010 2:58 am

Random dungeons cant match handmade one. That is because we don't invest enough creative thinking in that. If you really try harder, and make those dungeons truly evadable in the game so they don't bother those who loathe them, you can implement them.
Also you might learn something new about making random dungeons so that one day in (far) future (in TES X) those dungeons are good enough.
That is the only reason why it is a mistake not to listen to a OT
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DeeD
 
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Post » Sat Sep 11, 2010 12:57 am

I have played games with random dungeons, and even though they are 'RANDOM', they end up being very generic since the game program has to put them together using a set of rules and such. Personally designed dungeons are much more imaginative and much better overall.
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Krista Belle Davis
 
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Post » Sat Sep 11, 2010 1:23 am

Random dungeons = Ruins immersion
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Matthew Warren
 
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Post » Sat Sep 11, 2010 1:40 am

the number one reason I never got into diablo was the random dungeons. I like being able to return to a place and know the layout.

How would you feel about your house having an entirely different layout and furnishings every time you came home from work?
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Kat Lehmann
 
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Post » Fri Sep 10, 2010 2:50 pm

I loved Daggerfall and Nethack, but this just doesn't seem like it would fit in Skyrim. I mean, everything in the more recent TES games has been hand-crafted, and having random dungeons mixed in with that seems odd.
the number one reason I never got into diablo was the random dungeons. I like being able to return to a place and know the layout.

How would you feel about your house having an entirely different layout and furnishings every time you came home from work?

Locations would never change, they'd just be randomly-generated.
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c.o.s.m.o
 
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Post » Fri Sep 10, 2010 11:37 pm

I think it would actually make a nice mod.
An NPC that transports you to some realm outside of Nirn of wich the layout 'shifts'.
Like in Daggerfall, a random dungeon built of stock blocks, but with todays technology. The challenge would be finding your way through, finding keys, secret doors etc.

But I dont think its something for the vanilla game.
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Kathryn Medows
 
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Post » Sat Sep 11, 2010 12:27 am

I think it would actually make a nice mod.
An NPC that transports you to some realm outside of Nirn of wich the layout 'shifts'.

An ever-shifting deadric realm perhaps?
That's a mod I would download.
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lauren cleaves
 
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Post » Fri Sep 10, 2010 2:41 pm

Nope. You got your facts wrong. :rolleyes:

No they didn't. The whole natural world (with the exclusion of some basic aspects of the shape of the land) was procedurally generated, not handplaced.
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Mark Churchman
 
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Post » Fri Sep 10, 2010 4:45 pm

there was a generator in oblivion? i never came across a cave/enviroment that was any different the second time i played


most of the oblivion gates in oblivion connect to one of the seven different planes of oblivion
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Matt Gammond
 
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Post » Sat Sep 11, 2010 4:02 am

Far to impersonal. Computers can't make something with character and uniqueness like a person can.
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Horse gal smithe
 
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Post » Fri Sep 10, 2010 8:54 pm

but wouldnt it get old going through the "same old caves" after 200+ hours? with a random generator, at least you get some variety, even though its random
I only spent about 100+ in oblivion, so no

From what I've come to understand by all the dungeons being hand made, there's no room 1, room 2, room 3, tunnel 2, tunnel 3 that that the computer can just randomly assort into a new dungeon like it did in daggerfall.
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Eliza Potter
 
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Post » Sat Sep 11, 2010 2:07 am

No, doesn't sound like good idea.
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Rachie Stout
 
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Post » Fri Sep 10, 2010 4:04 pm

Why are people comparing this idea to handcrafted dungeons, this has nothing to do with them. Same with topics on random quests. The op is not saying instead of handcrafted dungeons, this is just an extra dungeon, which with a decent progen sytem would make at least the first few times interesting. I like both ideas my self(and with RS I think a random quest mod is very likely). Extra quests and duneons is always cool. Of course the issue here is dev time. In the case of random quest there is already a system in place to do that but for dungeons there is not.

I don't expect either in the game, but I would get both in mod form. Its great idea.
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sarah taylor
 
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Post » Fri Sep 10, 2010 9:29 pm

Nope. You got your facts wrong. :rolleyes:


Actually the game designers used terrain generator for the exteriors cells to get a base to work on but after that they modified and added content by hand.

But I agree handcrafted content is always better than generated.
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Ron
 
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Post » Sat Sep 11, 2010 7:25 am

TES > Minecraft
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Hearts
 
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