Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Help me make some dungeons :D  (Read 2869 times)

Greep

  • Bay Watcher
    • View Profile
Help me make some dungeons :D
« on: April 21, 2011, 04:34:14 am »

I'm making an action/rogue-like (Imagine if Link were thrown into a rogue-like and could use magic basically) and the forum I normally go to for advice and creative thought hasn't really helped much on the current problem: dungeon creation.  I'm guessing however, people who play Dwarf Fortress in particular would find this rather interesting. So here's the description of what I need help with copy/pasted here.  Feel free to ask any questions.
 
"
Previously I've tried doing random dungeons the way Spelunky did, which is to make set chunks and put them together like a jigsaw. However, that doesn't work particularly well with the smaller room size I've been trying which makes sure there's no odd deactivation going on. So I decided to just make a bajillion rooms by hand. I've made a C++ code which takes a text file and coverts the little ascii map I make into the room design code for Game Maker.

The process is pretty fun, and I need quite a few of these rooms, so I'll describe how to make one if anyone decides they want to help. Unfortunately I can only show examples via downloaded text files, as different character widths make the dungeons look like garbage on a forum.

So here's how it works:

Download this text file Meh - Copy.txt - 1.4 KB This shows the room's boundary in the form of walls, shown as Ws. And simply fill it in with how you want the dungeon to work with the following Legend (All characters are capital):

Space = Everyday dungeon space. Don't use tab or it will not register correctly.

W= Wall Tile - a solid wall

A = Water Tile - I honestly don't have the mechanics of shallow water worked out completely, but it will probably slow you down considerably at least

L = Lava Tile - Final fantasy-esque lava. Doesn't kill you, just does a decent amount of damage when walking on it.

M = Monster - A random non-pack monster

U = Up stairs - Duh. However, stairs simply take you to the appropriate room and plop you at the corresponding stair type. There isn't necessarily a down stair directly above you, it might be in the opposite corner of the previous room instead.

D = down stairs


1 (the number one) = Misc Object - Essentially an object you design. I'm still adding stuff to the game so you can suggest stuff and I may add it in, although recylging is preferred ;) Examples include torches, statues, dangerous objects that shoot stuff, magical objects that magic stuff. Keep in mind how large you want them to be when designing a room. If e.g. misc object is a very large statue, it will need lots of empty space.

2 = Misc OBject 2- in case you need two different types of misc objects.

3 = Misc Object 3

T = Random Trap - includes teleporters, confusion poison, poison, pits, etc

4 = specific trap - just in case, say, you wanted specifically this trap to be a teleporter

5 = specific trap 2

6 = specific trap 3

E = elite monster - A monster much stronger than normal. Not a boss (I'm designing those rooms personally :P). Since I really can't have more than about 15 monsters per room for lag reasons, if you want a tough area it's nice to throw in some of these.

S = Swarm monsters - Put a single S and say a swarm of bats/gremlins/rats or other small but annoying creatures spawn. Needs 7x7 empty space

7 = Grouped Monster - A variety of monsters of a specific random type type will camp at that location. All will "activated" when a single one is in view. Examples might be a bunch of goblins and goblin mages or something.

8 = Grouped Monster 2

C = Chest

O (captial o) = Loot (lesser chests basically)

9 = Custom monster - I've designed a lot of monsters, so if you want one that specifically does something, like is highly magical, demonic, giant, really fast, etc, I can find or make one that'll fit the decription.

I = invisible walls. Look like walls but you just ignore them and walk right through

P = Warp - a teleporter that takes you to the other teleporter in the room. Always one of a pair if it exists. They take up their tile and the tile above them.


Notes:

-Generally give a 3x3 space for every monster

-The player cannot use a ladder while enemies are on the screen, so it's a nice place to make "forced" battles if you want them. Exceptions include a spellcaster using the mouse spell, and warps can be used with monsters around

-The game is real-time and various player abilities include spin attack, charge attack, sprint, blink (short teleport), destroy wall, typical spells like fireball, etc. Mana also does not regenerate, you simply get a lot of it per dungeon
In story mode, dungeons are typically 15+ levels of dungeon with a boss at the end.

-If there's absolutely no monsters, absolutely not ladders, or absolutely no loot, they will be randomly generated unless you specifically tell me not to have that happen.

- The character is only 1x2 but monster may be bigger. Best to design a dungeon so a 2x2 object can progress through any area without moving diagonally.

-Keep in mind that while a dungeon may LOOK tall on notepad, this is an illusion since characters are taller then their width. The actual dungeon boundaires I've shown create a room 2000 pixels wide by 1600 pixels, which is slightly WIDE

-Don't worry about the little details. I'm not grumpy or anything, so don't be afraid to make a dungeon that you think might break some rules by accident.

Here's some examples I've whipped up:

Example1.txt - 1.4 KB - in this case "1" is some statues

Example2.txt - 1.4 KB

Window Room.txt - 1.4 KB

And this is one I had to change because a 2x2 could move diagonally but not vertically and horizontally only through the zig zags. Also it turned out to be be pretty boring :/

Zig-Zag Room.txt - 1.4 KB
 "
Logged

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: Help me make some dungeons :D
« Reply #1 on: April 21, 2011, 07:38:58 am »

I love just going wild with dungeon designs and coming up with crazy stuff. I would love to help out, and I know the limitations of Game Maker as I use that myself.
By the way, could you post a list of monsters you have created? Themed dungeons need themed critters in them.

EDIT:
From what I understand, an up stair is the end of a dungeon level and a down stair is the beginning, correct?
« Last Edit: April 21, 2011, 09:19:55 am by Crazy Cow »
Logged

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Help me make some dungeons :D
« Reply #2 on: April 21, 2011, 09:15:20 am »

http://pastebin.com/

Better place to put up text (since it's little)
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: Help me make some dungeons :D
« Reply #3 on: April 21, 2011, 09:22:55 am »

Here you are, a thing I put together. It focuses on springing enemies out of nowhere on the player. The monsters should be some kind of undead for flavor.
Code: [Select]
"Catacombs 1"
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W   O    AW                    WO OW    W 1 = statue
W    AA2AAW                WWWWWW WWWWWWW 2 = statue that becomes a monster when the player comes close to it
W 2 AAAAAAW          WWWWWWW    1 1   1 W 3 = spawns a weak creature when player enters the room (swarm strength)
W AAAAAAAAW WWW WWWWWW M    1       M   W
WAAAAA  A1WWW1WWW   1                 1 W
WAAA                   M    1     M E P1W
WAA      1WWW1WWW   1                 1 W
WA        W WWW WWWWWW M    1       M   W
WWW   WWWWW          WWWWWWW    1 2   1 W
W W   W                    WWWWWW WWWWWWW
W W   W                        W C W    W
W W2 2W                        WWWWW    W
W W   W              WWWW      W P W    W
W W   W              WUCW      W   W    W
WWW   WWWW         WWW  WWWWWWWWW WWWWWWW
W        W         W1     1W           WW
W 1 M  1 W         W3  E  3W 1 2 1 2 1 WW
W        W         W1     1W           WW
W   MM   W         W3     3W 1 1 1 1 1 WW
W        W         W1     1W           WW
W 1    1 W         W3     3W 1 1S2S1 1 WW
W        W         W1     1W           WW
WW   WWWWW         W3     3W 2 1 1 1 1 WW
W1   1W            W1     1W           WW
W     W            W3     3W 1 1 2 2 1 WW
W1   1W            W1     1W           WW
W     W            W3     3WWWWW   WWWWWW
W1   1W            W1     1W   W   W    W
W     W            W3      WWWWW   W    W
W1   1WWW          W1              W    W
W  D  IOW          W3              W    W
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Help me make some dungeons :D
« Reply #4 on: April 21, 2011, 09:40:17 am »

Are the level dimensions fixed?

Can you see the whole level at once, or is there LOS?  (Important for invis walls/warps)

How do we indicate with multiple warps which pairs are connected?

Do monsters not near the player wander around near their spawn, hold still, or just walk randomly around the whole level?
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: Help me make some dungeons :D
« Reply #5 on: April 21, 2011, 09:57:11 am »

You know, that is important information. I've been assuming LoS and that enemies stay where they are put until they see the player. I've got lots of little caches of treasure hidden away that will be fairly obvious without LoS.

And second dungeon:
Code: [Select]
"Catacombs 2"
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W   W         WW         WW W       W  DW 1 = statue
W P W        WW           WWW       W   W 2 = creates swarm-strength creature periodically (set to trigger when
W   W       WW             WW  M    W WWW     player enters room to avoid lag)
W   W   WWWWW               W       W  1W
W   W   W        SM              WWWW   W
W   W   W        SM              WOTWM 1W
W1 1W   W  WW               W    WTTW   W
W   W   W  WWW             WW    WTTW  1W
W T W   W  W WW           WWW    WTTW WWW
W   W   W  W  WW         WWOW         WOW
W1 1WWWWW  WWWWWWWWWWWWWWWWIWWWWWWWWWWWIW
W   WW1      1W                         W
W T WW        W    1                    W
W   WW   11   W                         W
W1 1WW   MM   W  1                      W
W   WW1      1W                         W
W T WWWWW  WWWW1         E              W
W   WW  1                       1       W
W1 1WW                   S     1 1      W
W   WW1                   C     P 1   1 W
W 1 WW                   S     1 1      W
W   WW                          1   1   W
WT TWW1                  E              W
W   WW                            1     W
W 1 WW  1                               W
W   WW                          1       W
WT TWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W   W                                   W
W 2 W                                   W
WOUCW                                   W
WWWWW                                   W
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Help me make some dungeons :D
« Reply #6 on: April 21, 2011, 11:32:46 am »

Got two here.  Both were made on the assumption that Down stairs are the entrance and Up stairs are the exit. If that's wrong, just swap the U and D.

Code: (The Cavern) [Select]
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWW      WWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWW     U     WWWWWWWWW
WWWWWWWWWWWWWWWW                 WWWWWWWW
WWWWWWWWWWWWWW   M                  WWWWW
WWWWWWWWWWW                 S         WWW
WWWWWWWWW                             WWW
WWWWWWW                                WW
WWWWWW                W                WW
WWWW                 WWW              WWW
WWW          M        WWW            WWWW
WW                     W             WWWW
WWW                                   WWW
WWWWWW              M       M        WWWW
WWWWW                               WWWWW
WWW   M  LLLL                      WWWWWW
WWW O  LLLLLLLLLLLLL             WWWWWWWW
WWWWLLLLLLLLLLLLLLLLLL         WWWWWWWWWW
WWWWWWWLLLLLLLLLLLLLLLLL      WWWWWWWWWWW
WWWWWWWWWWWWWWWWWLLLLLLLL     WWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWLL    WWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWLLLL     WWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWLLLLL   E   WWWWWWWWWW
WWWWWWWWWWWWWWWLLLLLLLL          WWWWWWWW
WWWWWWWWWWW   LLLLLL               WWWWWW
WWWWWWWW       LLL                   WWWW
WWWWW                    W            WWW
WWW                     WWW          WWWW
WW  OM    D      7       W        WWWWWWW
WWW                            WWWWWWWWWW
WWWWWW                      WWWWWWWWWWWWW
WWWWWWWWWWWWWWWW         WWWWWWWWWWWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW

This is designed to have a "natural cavern" feel to it.  The upper cavern is fairly standard, with a swarm jumping you at the start and some regular monsters around, with one loot pile in the corner.  The connector has lava (non-blocking) to one side for flavor, with a tough monster guarding the hallway.  The lower is mostly empty, except for the themed group of monsters (something that'd live in a cave- goblins maybe, with a shaman or something) and a single monster guarding the loot pile in the back.


Code: (The Gauntlet) [Select]
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W       LLOW                    W       W
W U     LLLW       T       O    W   C   W
W       LLLW                    W  TTT  W
W          W                    W       W
W     P    W    T     W         W   E   W
W          W  M  M  M W         W       W
WWWWWWWWWWWW          W    S    W M   M W
W          W          W         W       W
W     P    W      T   W      T  W       W
W          W          W         W       W
W          W          W    T    W       W
W          W   T      W         W   M   W
W     S    W          W  T      W       W
W          W          W         W   M   W
W          W          W         W       W
W          W          W    M    W       W
W          W          W         W       W
W          W          W    M    WLLLLLLLW
W          W     7    W         WLLLLLLLW
W          WAAAAAAAAAAW         WLLLLLLLW
W          WAAAAAAAAAAWLLLL LLLLW       W
W          WAAAAAAAAAAWLLLLTLLLLW   D   W
W          WAAAAAAAAAAWLLLL LLLLW       W
W     S    WAAAAAAAAAAW         W       W
W          W          W         W       W
W          W          W         W       W
W          W          W         W   M   W
W          T  M       W                 W
W                M    W     7      M    W
W              M      W                 W
W                 M   W                 W
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW


This one is trickier, and might be pushing the monster limit.  The player starts in a safe cave, with a warp out and a little loot pile behind lava- giving them the choice of risking some damage for the loot.  Once they warp out, they are greeted by a long corridor of various monsters and traps.  There's loot at the halfway point.  The exit stair is actually not the end of the level- they can go past the stairs over some lava for a chest guarded by an elite monster, his minions, and some traps.


Is this what you had in mind? 
« Last Edit: May 03, 2011, 12:11:36 pm by Toaster »
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Greep

  • Bay Watcher
    • View Profile
Re: Help me make some dungeons :D
« Reply #7 on: April 21, 2011, 07:47:36 pm »

Wow, I wasn't expecting so many replies in a day.  Hold on a sec as I reply to all the questions.  Since this is pretty active, I'll work on getting some screenshots of my game as it is by tomorrow, and I'll list some monsters as well.

Answers to questions as I read them (editing post):

Are the levels dimensions fixed?

Yes, but there's actually two dimensions so far, 2000x1600 and the tiny zelda-like 1000x700 (the window size).  However, the vast majority most are going to be 2000x1600 since the small rooms are very hectic.  I'll post an example of the small rooms if anyone wants one.

Can you see the whole level/LoS?

There's no LoS for tiles(not that it's hard, it's just lag intensive and this is Game Maker...) The window size is 1000x700 and the room size is 2000x1600 for these rooms, so you can see about 1/4 of the area.  However, added on to this there's a "darkness" effect, so you can only clearly see within 300 pixels and mildly see within 400.  Mid level mages expand this to see most of the window.  Furthermore, High level mages are probably going to be able to regularly cast a radar spell that pauses the game and shows the whole level in a small box at that moment. 
Edit: I should note, however, that pure mages are going to be very difficult to play.  Since there are pretty heavy experience caps per dungeon and mana doesn't regenerate, their prime goal is actually avoiding and disabling monsters rather than fighting them.
 
How to connect multiple warps?

I'm unsure how to indicate how, say, a triad of warps would work with this ascii map, so I don't think it'll be done.  However, from now on, if you have a second pair, denote the second pair with a capital R.
 
[A.I. of inactive monsters]?

Ms wander around.  Their inactive A.I. is pretty random, so if there's a lot of walls around them, they won't get far usually.  7s and 8s just sit still, until active (and remember activating one activates all in the general area).  Once active only deactivate if you're near the other side of the room, not just off the window.  Furthermore, many high level mages have long off-screen attacks, so it's advisable to at least destroy them before retreating.
 
Also, actually up stairs are the beginning of the level, since you descend :/  It's no problem for me to simply switch the two though. As well, I might need to make some small adjustments to the dungeons so far, but they are very nice :) In particular there is some overcrowding.  Basically unless it's a trap/wall/water/lava, surround the object with white space in it's 8 adjacent tiles.
 
Edit:  Indoors Monster list so far (Small but growing :) suggestions very welcome)
 
Goblin/Goblin mage:  Grouped monster (7/8). Mages get more spell selection the higher level.  There is some level scaling so I can have a smaller mosnter list, but not as bad as like oblivion XD
 
Vampire Bat: Basic swarm monster.  It moves pretty randomly, but will specifically attack if close.
 
Moving Eye:  A tiny walking eye shooting lasers.  M class
 
Imp:  Makes a screeching sound that quickens when you're closer.  Once actived it will start a countdown that brutally hurts you at the end if you do not find and kill it, at which poit it will also teleport away and become inactive. 9 class monster (You have to specifically plop this monster in the dungeon).
 
Mosquito:  Wandering monster.  Completely ingores the player but is very fast and will harm if bumped into.  M class
 
Giant Slug:  Like mosquito but bigger, slower, and has a lot of HP.  Not a challenge but annoying for mages in a tight corridor.
 
Ice Statue: Sometimes a statue, sometimes a monster.  Pretty big.  9 class
 
Banta:  A Zelda-Style Soldier that's invincible and moving while you face it but doesn't move and vulnerable when you have your back turned.  Specifically annoying for fighters.  M class.
 
Exploding baby Doll: Blows up if it hits you.  Very fast.  M class
 
Naga/Naga Mage:  Grouped (7/8)  Slow.  Nagas spit acid, Mages cast spells.
 
"Wizrobes" (borrowing the name ftm):  3 different types of them.  All can teleport any distance near you once activated.  The basic just throws firebolts, the higher class additionally can disable spells or sword attacks, and the highest can also confuse you (reversed movement).  M class
 
Skeleton- A pile of bones that may or may not turn into an active skeleton. 9 class
 
Mercenery Solder/Wizard - Grouped (7/8)  (only appear after a certain point in story mode).  Uses a sword or casts spells.
« Last Edit: April 21, 2011, 10:39:03 pm by Greep »
Logged

Greep

  • Bay Watcher
    • View Profile
Re: Help me make some dungeons :D
« Reply #8 on: May 03, 2011, 09:47:51 am »

Bump! Sorry it's been a while, but I've been busy lately.  Just checking if anyone wants to make anymore :) 
Logged

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Help me make some dungeons :D
« Reply #9 on: May 03, 2011, 12:11:56 pm »

I fixed the stairs on the two I made.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

adwarf

  • Bay Watcher
    • View Profile
Re: Help me make some dungeons :D
« Reply #10 on: May 03, 2011, 07:08:42 pm »

I have some monsters to suggest.

Necromancer - Revives undead if slain, and raises bones of slain friends, or foes.

Fire, Earth, Water, and Air Elementals

Imps - Small swarm type monsters very weak

Cave Troll

And the most important ones that you forgot

Giant Rat
and
Giant Spider.
Logged

Greep

  • Bay Watcher
    • View Profile
Re: Help me make some dungeons :D
« Reply #11 on: May 04, 2011, 12:29:29 pm »

Ah right, forgot about elementals :D And I actually have giant rat/spider as overland monsters, in some creepy forest area.  Well, thanks for the work so far, I have a quite a lot of my own to do now I suppose :/
Logged