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Messages - Shoku

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31
Creative Projects / Re: Zelda World Generator Project
« on: May 02, 2011, 02:41:01 am »
1) Well you would have a lot of non-use items gained from clearing each dungeon, such as triforce fragments or crystals with girls in them. These implicitly mean you have collected all of the dungeon tools. You also have things like the trading sequence, those little things you collected for the meter in Link's Awakening or the bugs in TP. Usually less necessary to beat the game but maybe needed for some upgrade or whatever.

2) I think the "healing fountain" is a convention that should probably go in. Reduced needs for endurance from exploring does a lot to make the difficulty low enough for more casual players. Having these be related to fairies... doesn't seem as important.

3) Yeah, I was just talking about the connected maps sort of things.

4) It almost feels like I'd just be ripping off the series if I gave the same sort of focus to Mr Obnoxious. The game could have one... or not. It certainly wouldn't break the gameplay to leave him out.

5) If I didn't use link models for the character this would be irrelevant. Nonetheless the NPCs and such should mention the end boss a good deal and it would be fine for him to run around in the world causing trouble and such.

6) Meh.

7) I think actually having another character run around during a boss fight and being involved in the weak spot showing up actually kind of sucks if it's done too early on. The character is kind of proving they are a hero able to stand on their own for the early portions like that so assistance takes away from that. Toward the end it makes more sense for you to be facing down challenges that would be physically impossible alone.

I guess I should say that a lot of what I'm trying to do here would be about as applicable for a Metroid or Castlevania game. I'm aiming for puzzles and distinct dungeons and that so Zelda is the best comparison but it doesn't need to be something people might think was an actual title in the Zelda series.

-

Nice thread. I feel kind of disheartened to see people that are no doubt better programmers than me only doing that much with it though.

e:
http://natewm.com/blog/2009/04/26/procedural-adventure-map-generation/
This shows pretty much how I mean to deal with the overworld. Larger obviously but that's the technique.

32
Creative Projects / Re: Zelda World Generator Project
« on: May 01, 2011, 08:44:06 pm »
I get some error and can't run the game.

So did it just do the colored keys thing like Doom?

33
Creative Projects / Re: White Mythos: Max's war on cliché.
« on: May 01, 2011, 02:15:21 pm »
I think instead the areas around them should be overgrown by plants as they remove herds of herbivores that otherwise thin out the vegetation. If they knock down trees for whatever reason then it would just be shrubs and wild grasses in any place wet enough to support them. (For plants the biggest thing that can live there takes up all the land from the other plants whenever animals aren't eating the new sprouts.)

You could also blame them for making that much worse though as they could spread around burs of some nasty prickly weed. Like little burs on the hides of some furry animal that never ventured far but has now been dragged back and forth all over the continent.

34
Creative Projects / Re: Zelda World Generator Project
« on: May 01, 2011, 01:47:58 pm »
How much of this did it do?

35
Creative Projects / Re: White Mythos: Max's war on cliché.
« on: May 01, 2011, 01:02:02 am »
It's hard to really proofread stuff you've just written (I am still probably only at 90% accuracy*) but you definitely can't rely on autocorrect to deal with it for you, at least not yet.

*I do a good deal better than that but I don't use autocorrect at all. Instead it's just the red line under messed up words and I fix them manually.

36
Creative Projects / Re: Zelda World Generator Project
« on: April 30, 2011, 02:04:49 pm »
Yeah, Doom is probably the best known of them but there were smaller ventures like some thing I think was part of the microsoft encyclopedia program.

Well no, the overworld doesn't "just" open up larger circles. Your new tool only actually lets you get at one large new area through a chokepoint of a path. Later tools open it up much more by giving shorter routes back to town (which the player has further incentive to take due to there usually being heart pieces about,) which really just requires me making the flow chart from dungeon to dungeon intersect on a town after 60% of the dungeons. This goes along with the pacing as well what with a first time player not really knowing where or what the next dungeon is going to be.

In LttP you didn't actually have barriers on the light overworld except that one bridge with the hammer pegs and I think one hookshot/glove spot. Technically flippers too but you just walked up there and bought them about as soon as you had cash (I think that's where the glove spot was actually.) It was really tools letting you into nooks and crannies the whole way through, aside from pesky npcs that wouldn't let you through a place and nagging voices in your head.

Link's Awakening had a much more Venn Diagram-y feel to it. Beach town woods and dungeon followed by another dungeon and then suddenly a huge field to run through with structures to ogle at and then one dungeon later you could start going into the mountains. After that it was nooks and crannies again (well I guess you could count animal town and the two dungeons near it as another large area.) Each of those though was gated through one particular path the tool opened up. Either you could walk through now that a stone wasn't impassable or you could jump over a particular pit for a portion of the new area.


So if you're asking how to fill them that's actually why I've bothered to describe this in maze terms. A maze without all these tools and NPCs is just a bunch of winding paths. What the keys and tools do is make dead ends into parts of the main path.

As for the problem of being able to "get through" that I've focussed on changing compact rooms into large areas where very few of the sides are constrained- well that's just fewer places to worry about being unsolvable. It takes more work to make it look nice than anything else.


Seeing as you've mentioned a flow chart there's a fairly simple way to procedurally fill the map with organic shapes. Lay down approximate positions for all the dungeons pretty much randomly, throw down some civilization near the first couple of dungeons (in these games the main castle in the world is more often a dungeon, albeit an unnumbered one, than a population center,) and then expand each region until you fill the map. Just "choose an available edge from the list of available ones and stick a tile there."

Now in both games I've brought up the areas were actually strikingly square without a lot of deviation. On the SNES where they could have two area palettes at once (or just larger ones all including generic grassland) they masked it somewhat but you could see a whole lot of high hills that lined up just so with rivers and somehow trees would line up too. The Oracle games were still working with very square building blocks so they couldn't put nice slanted edges on things but they did seem to go to an effort to have little portions jut into the space that would otherwise be a square area.

Working out the areas at a higher resolution still shouldn't pose any problems with the assets of a computer rather than a hand held. If I'm even less picky about angles the areas could be defined as Voronoi diagrams. Just need to bias the points toward the outer edges and choose the largest ones to be, say, the 1st, 3rd, and 5th numbered dungeons. And of course you combine about 25% of the zones touching each other so they've got the same theme, just so the dungeons don't seem to dominate the landscape too much.


This has made me realize I haven't put any real thought into height though.
No, not mountains height. I mean multiple floors on a dungeon or the overworld caves* that you have such a poor sense of direction in yet they spit you out at the exact distance you traveled. It might be a piece of cake to make the caves periodically act as connections for the overworld but sticking dungeon generation on a 3d grid might give me some headaches.

*Technically also alternate worlds like "the golden realm" in LttP or whatever dark mirror world from metroidvania type titles.

e: Random thought: I'd like a tool to be a camera based on that old (Japanese?) superstition that being photographed steals your soul. It could exorcise possessed objects in the most obvious sense and harm either undead class enemies or perhaps remove some invulnerability shield from some enemy. Puzzle design might take a lot of thought though. Probably be mostly mirrors.
Or you could do gimmicky stuff where the ghosts were some kind of currency or where you had to put one into a receptor to open doors instead of using small keys.

37
Creative Projects / Re: Zelda World Generator Project
« on: April 30, 2011, 03:45:29 am »
Here is the thing

The general formula of Zelda games is you start up with a wide open but ultimately very limited area of roam.

Each tool opens up wider area of play and allows you to finish dungeons.

If this generator is JUST a Zelda Dungeon generator then fine by all means the "keys" does it well enough...

However a Zelda gameplay would be a circle inside a circle inside a circle.
I'm going to guess you didn't play many of those old DOS maze games where you had to roam around in some large area until you got the red key and then you could go through three of the doors that had been taunting you until you found the blue key that opened up doors into a larger area still...

"Red key" gave you access to ALL of the red doors just like the hookshot gives you access to ALL of the paths that would just be a gaping chasm except that they have a wooden post on the other side.

The puzzle logic for the overworld is basically the same thing as the dungeons. Instead of exchangeable keys it just uses exchangeable rupees and a lot of mechanisms are instead people. The tools do the same thing in and out of dungeons so I don't understand why this is a hanging point.

Quote from:  Max White
art
The worst case scenario for art to go with this is a choice between some ugly custom graphics by me or actual Zelda sprites. As in you could go into the options and choose one or the other. Where I'm aiming is to make it a bit more open so that could make their own. I should be able to do some fairly passable stuff though- I even know a few ways to handle having the computer do palette swap work to expand whatever art is available (like the numerous slime colors in Wind Waker.)

I think that having the more bloated sort of thing I've got in mind wouldn't hurt performance so much as just take up more memory.

Technically speaking though, the generator itself doesn't actually need any graphics at all. Those can can come later.

38
Creative Projects / Re: Zelda World Generator Project
« on: April 29, 2011, 06:59:28 pm »
I think I can clear this up.
If you talk to an NPC (after doing some task for him most likely) and he lowers a bridge that lets you into some area that NPC was the key and the bridge was a locked door. If the same NPC unlocks some other path later they are a different key at that point.

If you really want I could call all of the keys triggers and all of the locked paths events- it doesn't matter what I call them, they have the same functional role of your needing to get access to the key and then go over the the lock to get somewhere else. Very few dungeons have NPCs in them and very few overworld areas have literal keys in them so these are areally just two sides of the same coin.

Now NPCs obviously do a lot of things that keys do not do but for the bare bones "did we put this all together in a way that the player can even get through it" metric they are identical.


So with that said good design in these games usually tries to break that rule, or rather make it look like they've broken that rule. For example you can have some sequence where and NPC is scurrying around to lower the bridge from the other side of a canyon. Like that the key is actually wherever the player has to step for the NPC to "notice" him and start their little sequence. I think there are several cases in these games where some napping character smells some food thing and wakes up for it and opens a path somehow in exchange for it. If the NPC is literally napping in the road then are the lock and the NPC that gave you the story item is the key.

Logically you need that item like you need a key but any time the item/key only has a single use the game might as well check that you went to where you get it instead of seeing if you are holding 1 or 0 of it. In fact these games don't usually have what you would think of as an inventory for those kinds of items- instead the screen just looks at the trigger and tells you if you've been there yet or not.

For opening up paths there isn't all that glaring a difference between these ways of checking for the key but for generating blocks in the path you care much more about if they can get the item for the door than if they are holding it.

As for the tools they're just multiple use keys. You want to be able to get to them before having to go through any of the locks they open. These are generally the most interesting because they have the most involved role in puzzles- both intuitive but not-automatic. Keys in puzzles don't take any thought so much as a guess and NPCs either have some strange role they've got to explain or do something the player couldn't have expected without seeing it.


Really keys were just the clearest name for these things the way the generator is going to handle them. It's going to spit out something midway between a zelda game and an ordered list of items and dungeons. If you were dead set on it you could make it into just an old style maze with keys (red key, blue key, green key, small keys, boss1 key, pressure plate- well that one's not exactly a key but still.) but that would be cutting out information. The goal is to have something that really just needs a Zelda type library of rooms and puzzles and such. A process for plugging those in would be really simple, but more importantly it gives you a step where you can interfere.

"A 2x3 room segment that requires tool_A to solve goes at coords x,y"
It would be like the world and history seeds in DF map generation- the world seed sets down the landscape, the puzzle seed says if the first dungeon has 'the boomerang and switches over gaps' or 'the glove and stones/blocks to lift' as well as which particular puzzles go where.
*the puzzle seed would obviously include bosses as their vulnerabilities are important but I don't know if I'd want to have another seed just for the towns and NPCs- I don't think people would be too concerned about town layouts and who is giving sagely advice but being pretty distinct it might be worth it.

39
Creative Projects / Re: White Mythos: Max's war on cliché.
« on: April 29, 2011, 01:56:43 pm »
Well the egyptian creatures we see as being exact combinations of animals and such because of how egyptian drawing worked. So literal- important people are a larger scale, all the faces in profile and no field of depth to it. Of course a thing that was like part woman and part bird would get those harsh boundaries between parts drawn exactly like those.

But the stuff was successful enough to bear it's mark on time so we all know about it now. They were really pushing the limits of artistic technique back then just to get these marks onto stone so you shouldn't complain about having to push what you can do with artistic technique today. It seems like it was simpler for them but that's always the how it looks when you got to just learn things second hand that others broke their backs to figure out the first time.

40
Creative Projects / Re: Zelda World Generator Project
« on: April 29, 2011, 01:25:35 pm »
I don't blame you for not reading but in the first part I called the items multi use keys. It's still important to make sure they are in front of all the locks puzzles that you can't get through without them. It wouldn't do to have the bow behind a small key door and have the only small key available require you to shoot one of those eyes on the wall with an arrow.

41
Creative Projects / Re: Zelda World Generator Project
« on: April 29, 2011, 04:29:44 am »
Well yeah, in practice you don't want to have many locked doors the player isn't required to unlock for normal progression. In cases where there are several of these optional doors it would awful to have a large number of keys all out in the central hub letting the player open up a huge portion of the important areas without having done any of the work.

Now, there is a very simple way to cheat through this: move the keys to wherever the player needs them. In most cases the contents of all of the currently accessible treasure chests in a dungeon could be shuffled without players catching on. This would mean handing out just enough keys to open all of the doors in the dungeon and handing out more bonus loot (such as those chests with 10 arrows in them) as paths with more chests were unlocked.

...I am not a fan of doing this sort of thing for the dungeons. It does seem acceptable as a smaller scale sort of puzzle though, such as in that particular scenario where the player is presented with 4 doors to unlock. If map and compass wouldn't conflict the very rooms themselves could be moved around to send the player through them in a set order, making the decision between doors a false decision. That is really at the heart of why I don't approve of that on a large scale but these games toy with the player like this in small scale fairly often, like all of those lost woods type puzzles where even Euclidean geometry sometimes breaks down.

-

I was watching the OoT speed run stream a few weeks (months?) back and he sequence broke like mad. He cleared the bosses all out of order and glitched the hell out of the maps to get to places along unintended routes.
...I can't say I can think of a good way to build sequence breaking into the generator. It will be hard enough to really get these things to fit together in the normal sequence but intentionally placing some kind of shortcut through it seems like it would take an entirely separate process and it would be harder still to place these kinds of points without them being so obvious. To steer novice players away from these special obstacles is probably not something I could make a generator do.

Letting these things be a bit more predictable the thing could just throw certain filler pieces with some exploitable feature into the world at random and then players could try and find alternate paths through the game but I don't know if random would be good enough for this.

42
Creative Projects / Re: White Mythos: Max's war on cliché.
« on: April 28, 2011, 06:12:13 pm »
A fish-taur is called a mermaid. A cuttlefish-taur is more like an octopus-taur.

I'd already thought of these though, for the most part. I just expanded the idea somewhat after looking at this.

e: You know thinking about it since they cover their head in tentacles to be streamlined for fast movement they're also sailing blind. Actual cuttlefish have the eyes off to the side of there.
Well, giant lumbering manbeasts that run into things when they are in a hurry kind of has its own poetry to it.

43
Creative Projects / Re: White Mythos: Max's war on cliché.
« on: April 28, 2011, 12:23:27 pm »
Orewodaredatoomotteyagaru!?

Biologically speaking you could say that more other races have a hard time dealing with the senses of their parasites while the Gigas that never developed any senses have plenty of mental elasticity left over to learn how to use it.

Also molluscs should all be able to smell and see and that, rather it could just be these specially bred ones that can do one of those things very well out of water.


Thinking of water though here's one: Ocean dwellers with the mechanical/tinkerer mindset. I'm thinking cuttlefish-centaur type bodies. The humanoid trunk just sprouts out of where the eyes would normally be so they can walk around on the tentacles for precision balance sorts of things and just have the big cone-butt seem to be sticking out. For swimming it would look like they swallow the upper torso area then just glide along looking more like a plain yet gigantic cuttlefish. With the bodies put together like this there would actually be two brains (the part at the back of a cuttlefish the way they normally face is the "head") so mechanical genius is more easily explained to typical fantasy buffs and gamers.

This also does most of the explanation for some strange behavior on their part as "competing brains in one body" basically says it all. They could have to go hunt land animals or something periodically- the cuttlefish camouflage would give them a significant advantage in hunter type activity or you could go the Indian route and have them talk about being one with mother Earth... no, mother Ocean.
"Sometimes mother Ocean is a bitch."
This would make most sense as spirit journeys where they're really high. This would probably be the only opportunity for them to end up in groups with adventurers. Something happens while they're stoned and then all of a sudden they are indebted to some land traveler type who later join up with the main characters as a group package.

The machines could be rather colossal and formidable tools of war compared to anything other races make but not manage to dominate the land because they all move on some sort of water pressure mechanic, quickly seizing up if their pump intakes leave the water. They could pretty regularly storm beaches and that during times of strife but heroic members of other races save the day by managing to sneak past the fighting and cut off many of the (water) supply lines behind the aquaphile armies.

Downside is that the ocean usually also carries alien connotations so there's less reason for readers to empathize with them as characters. Guess you could give them Asian accents and just make them near perpetual foreigners that the characters never get involved with amicably...

In a more mercantilism dominated setting they could just be jerks about the other races building ships and monopolize sea route shipping of goods- and open the story up to all of the haggling based aggrievances that tend to go with that sort of thing.

44
Creative Projects / Re: Zelda World Generator Project
« on: April 28, 2011, 11:36:24 am »
Actually I didn't think the games ever had those kinds of treasure rooms that you could end up stuck out of. There was always some other key out in the dungeon to find and the safeguard to that was just making it harder to get into the room so you'd probably use the key in more obvious rooms.

Even so this was very rare as you'd usually just bomb your way into those rooms.

E: though with seeds and replayability I guess there could be incomplete solutions and that so that you had to do a lot of things right to get a "good ending." I'd probably prefer to have some time themed dungeon where all the keys and doors reset when you left it or did some other trigger action.

45
Creative Projects / Re: White Mythos: Max's war on cliché.
« on: April 28, 2011, 12:08:22 am »
They can be a plot device, anything can with some writing skill, but they can't be most plots.

I mean there are a thousand different stories about the Native Americans that would work well enough for Panotti but just because you can do stories about them doesn't mean they work all that well in the fantasy setting. Decent story tellers can make a story about some race of inbred hillbillies without even resorting to making them devoid of "humanity."

Really it's the same reason that hobbits didn't infiltrate nearly as much of the media as those other two. Persons without all that royalty and grandeur in their lives can fit into a story but if you want that you can just as well grab up an elf or dwarf that just didn't live near the culture centers. Medieval cities all had a big web of little farming communities to support those high populations sitting on a hill behind a wall for war reasons.

The thing about fantasy is that the story is generally fantastic, oxymoron or not. Knights slaying dragons for princesses and wars fought over magic and piles of gold and so on are kind of the starting point. They don't have to be every story but just like you can take some dwarf or elf to play most roles a hobbit could you can take a human, as in a human from a world of only humans, the play these down to Earth and "normal" sorts of roles.

Unless there's something that really resonates with people about hopping around and exaggerating personal stories why not just cut those trait away along with the "race" and have some human play the role? You've to spend whatever amount of time establishing their personality anyway, so why waste any more time explaining their race? Either you make them a perfect stereotype (and that's kind of counter to the spirit of this isn't it?) or you're multiplying the work you've got to do.

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