Randomised Maps
#1
Posté 01 novembre 2012 - 04:19
Obviously everyone would like completely different hand crafted maps for each area, but if hundreds are involved this isn't practical. So Bioware, is this feasible with the engine you are using and something you would consider doing? What about players? Is this an acceptable way of presenting less important areas?
#2
Posté 01 novembre 2012 - 11:37
Modifié par Pedrak, 01 novembre 2012 - 11:38 .
#3
Posté 01 novembre 2012 - 05:56
#4
Posté 01 novembre 2012 - 06:18
#5
Posté 01 novembre 2012 - 06:23
#6
Posté 01 novembre 2012 - 06:27
#7
Posté 01 novembre 2012 - 06:41
The entry area would be a stagnant, pre-generated room. You have your "So this is the deep roads" cinematic. Then, you traverse through the randomly generated deep roads dungeon. Eventually, all paths lead to the same room, a pre-generated midpoint room. There you have your next "we're halfway through the dungeon" cinematic. Then more random dungeon, then another pre-generated "end of the dungeon" cinematic.
I'm not saying it's the best, just brainstorming.
#8
Posté 01 novembre 2012 - 08:12
Maclimes wrote...
I can see a blend of the two, using pre-generated important points in the dungeon with random maps for the rest. For example, a quest where you travel through Deep Roads, fighting Darkspawn the whole time.
The entry area would be a stagnant, pre-generated room. You have your "So this is the deep roads" cinematic. Then, you traverse through the randomly generated deep roads dungeon. Eventually, all paths lead to the same room, a pre-generated midpoint room. There you have your next "we're halfway through the dungeon" cinematic. Then more random dungeon, then another pre-generated "end of the dungeon" cinematic.
I'm not saying it's the best, just brainstorming.
This is pretty much how the randomisation process actually works. Everything is hand crafted but then joined together and filled in random ways. Any cutscene can take place in a completely handcrafted room/area if they felt it was needed.
#9
Posté 01 novembre 2012 - 08:18
#10
Posté 01 novembre 2012 - 08:19
#11
Posté 02 novembre 2012 - 05:26
RPGs are already filled with inconsequential filler combat, even without randomized maps. Also, increased exploration, which would be a benefit of the randomization, would add to replayability.Wulfram wrote...
The sort of stuff that can be randomly generated is in my mind the sort of stuff that would be better off cut. Inconsequential filler combat that's not set up to pose an interesting puzzle is not a good aspect of RPGs.
#12
Posté 02 novembre 2012 - 06:38
nightscrawl wrote...
RPGs are already filled with inconsequential filler combat, even without randomized maps
Yes. And I'm saying we should get rid of it, rather than randomise it.
#13
Posté 02 novembre 2012 - 06:52





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