Skip to main content

Encounters and events.


A special example of a narrative prefab.
 I did some more work on the prefab editor today, I think it's pretty much finished. The latest addition is special events and encounters. These allow me to create narrative sections of the dungeon, for example traps and puzzles. For now puzzles are simple things like find the lever that opens a portcullis gate (a type of door that can't be opened by hand but which does not block vision), or use a hidden door to avoid traps, or find a hidden door to get to a hidden room (which you can see through the bars of a portcullis) or just a simple find the key type puzzle.

Can you work out the puzzle above? It has two possible solutions. A narrative prefab like that might take up a big chunk of a level, and wouldn't be that common. Most prefabs will be quite simple and self contained.

I can also place guards at a level exit, or even a boss encounter in a treasure room. The events will still be procedurally generated, so that the boss encounter will be generated from a boss encounter table generating a monster (or group of monsters) appropriate to that level, while treasure will be randomized and placed in a suitable container (maybe a desk or a chest or maybe a corpse).

There are other events, such as graffiti which might give you some knowledge (increase one of your skills if you read it) or could even be a curse! Pages scattered on the floor could be a hint about how to defeat a tough monster (maybe even giving a bonus vs specific monster type), or they could yield a map or some general background info. Strange sounds, odors or monster tracks could reveal what type of monster lurks nearby, giving you an advantage in the next fight (If you found rust monster tracks, how would you prepare?) Can you think of any other kinds of events or encounters I could include? I've been thinking about secret stairs or ladders... or as some people on Rogue Temple suggested the other day perhaps some graves with restless inhabitants.

Comments

  1. I would change the colour of your text from red to (say) pale yellow, that way you could actually read it!
    Also consider color coding the buttons and using a square of (same) colour on the map as a locator next to the text. that way you see at a glance what is going on.

    ReplyDelete
    Replies
    1. Thanks, I'll do that. The red text does look more readable on my computer screen, but yellow or white would be better.

      Color coding would be a good idea. I can build it in to the dictionary of events.

      Delete

Post a Comment

Popular posts from this blog

Advice needed on tilesets...

I need some advice on which is the best way to handle building the dungeon. Right now I'm using prefabs for my dungeon, they have a north south east and west section for each "room": The basic tileset. This has several advantages, and also several disadvantages. Firstly I can have curved rooms, I can have tunnels and other interesting shapes. The tilesets can look quite nice with a little work. On the other hand I can't easily get the navigation data before building the map and once the map has been built I can't make changes to the layout, like having active pit traps or believable secret doors. Although the rooms are interesting, they are quite repetitive, and it takes a lot of effort to make even a few different variations. Also rooms are constrained to one size. A newer version of the tileset with a lot of variant parts for making more interesting rooms. To create a tile set is a real headache too. Planning how to lay out the UVs, trying to cra...

Upstairs / Downstairs.

I've decided to make my prefabs multilevel. Later this should allow me to add pit traps and other great stuff. It also makes it easier to line up stairs so that you can exit them on the same co-ordinates where you entered them. The prefab editor is pretty much finished, it just needs some code for loading up prefabs from a saved dictionary, so that they can be checked or edited. The entries will need to be forwards compatible, so I'll be loading each tile and then translating the indexes to a new array, that way if I add extra indexes or extra info (like traps or puzzles) I'll be able to update existing prefabs to work with the new standard. Click for a video.

Video Diary 8

Things are moving along well, there's been a lot of progress on the action manager side of things. Actions have finally moved to the UI, so you can initiate actions by clicking the appropriate button. I've set up some dummy actions to show what happens visually when actions are taken, but the actual dice rolls and such are yet to be integrated. The UI objects are also being added, though some are non functional or empty at the moment. Click on the image to see this week's development video. Every time I add something big I also add about a dozen small things. Like the selection box visualization. Previously this was using render.drawline, and old fashioned Blender function which can be impossible to see at certain resolutions, or at certain frequencies. I replaced it with a function that adds planes of the right size and scale in the right location. I also made all characters a little bigger. I still need to do some work with vectors and final target locations t...