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Sadirat

Level Generator & Gambling System

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I am thinking of implementing a gambling system and level generator for my game and I want your opinion.(Full details on what I mean below)

 

Gambling System:

I am thinking of having a vendor who sells gambles,in other words there will be different price classes so you don't get anything overpowered for no cost.

E.G: For 500 Gold you might get a potion,battle axe etc... and have better stuff for higher price classes but also have the risk of getting nothing.

 

Level Generator:

Think Diablo 2.

The areas differ with each playthrough,let's say with your first character the areas are: A,B,B,C,A (that's how one area look in terms of mathematics)

Then with the second character the same area might be: C,C,A,B,B

Short version: each time you create a character the area might differ.

 

I want your opinion on this also tell me if you want to learn how to do this.

I hope I expressed myself clearly,if not then please tell me what you don't understand and I'll try to phrase it differently.

 

Kind Regards,

Erik Zetrov

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I'd recommend taking a look at this and see if this is what you want and what you want to get yourself into.

 

http://forums.rpgmakerweb.com/index.php?/topic/1000-saba-kans-random-dungeon-generator-014/

 

There may be a way to do this with events though that may or may not be easier. You could always create the map 'parts' by hand, such as create map piece A, map piece B, and map piece C, and then use an event that randomly rolls some variables and use variable transfers between areas to determine where the player gets to go.

 

As for the idea, I think it is simply ok at best. I personally found randomly generated areas in diablo to be extremely mind numbing, as it just ends up becoming a labyrinth of identical rooms and corridors with few personal touches. But maybe you want the labyrinthine thing going on, and if so more power to you.

 

I think gambling in game can be a fun little gimmick. Chance always has its charms, as long as it's worth it.

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I'd recommend taking a look at this and see if this is what you want and what you want to get yourself into.

 

http://forums.rpgmakerweb.com/index.php?/topic/1000-saba-kans-random-dungeon-generator-014/

 

There may be a way to do this with events though that may or may not be easier. You could always create the map 'parts' by hand, such as create map piece A, map piece B, and map piece C, and then use an event that randomly rolls some variables and use variable transfers between areas to determine where the player gets to go.

 

As for the idea, I think it is simply ok at best. I personally found randomly generated areas in diablo to be extremely mind numbing, as it just ends up becoming a labyrinth of identical rooms and corridors with few personal touches. But maybe you want the labyrinthine thing going on, and if so more power to you.

 

I think gambling in game can be a fun little gimmick. Chance always has its charms, as long as it's worth it.

 

 

That is kind of what I am thinking about, but as you mentioned there is a way of doing it with events.For smaller games such as the one I am making then the event way is better but of course if you're making a big game then the script version is much easier to use and not as time consuming as making every map at hand.

 

As for the gambling of course it will be worth as long as it's not too good.

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I like Random Levels, if you visit them enough to be worth while.

If you're after an easy way to do it I'd suggest checking out Neon Blacks' Dungeon Generator I like using this one as you build rooms and it puts them together randomly, allowing events to still be there (I know you mentioned events but tbh that's always come across as more difficulty than it's worth tbh)

 

As for Gamble shops Diablo 2 style I love them and my fave. way of doing them has been pointed out here

Edited by Aesorian
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I like Random Levels, if you visit them enough to be worth while.

If you're after an easy way to do it I'd suggest checking out Neon Blacks' Dungeon Generator I like using this one as you build rooms and it puts them together randomly, allowing events to still be there (I know you mentioned events but tbh that's always come across as more difficulty than it's worth tbh)

 

As for Gamble shops Diablo 2 style I love them and my fave. way of doing them has been pointed out here

 

 

I Don't mind using scripts for this but tbh for a small game which I plan to make during the next month it is actually easier to do the events compared to the scripts but for larger games with 4 hours+ gameplay then the scripts are easier to use.I am absolutely thrilled that I am not the first to think of this for the rpg maker engines,but I just wanted to know if it's a good idea or not,and based on the two responses I have had this far seems to indicate that the idea is not half bad.

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