Cr88tions 7 Posted February 16, 2015 Just another quick one. I am toying with creating an area that is basically randomly generated as the player walks through and the only way to leave is to use a spell or item (Similar to escape rope in pokemon) However I am not sure how to approach it. My current idea is. Make up a decent number of dungeon maps (Not sure if 30 is excessive but thats the number I have in my head ) At the transfer points for each area, create an event that randomises which area you teleport to. i.e. The player enters and exits through a northern passage at which point the transfer event "Rolls a dice" and loads whichever area is assigned to the result. Rinse and repeat. Is there an easier way to do this with scripting or event tweaks? And does anyone have ideas on how to improve the system? (Either technically or for gameplay) Cheers! Share this post Link to post Share on other sites
Lord Vectra 414 Posted February 16, 2015 For the randomly generate map thing assign a map a number. Have one variable determine where the player goes. Let's for example say 2 maps. The event page would look like this... Condition Branch Variable: Map transfer = 1 Transfer Player: Map 1 Else Condition Branch Variable: Map transfer = 2 Transfer Player: Map 2 end end Share this post Link to post Share on other sites
Kayzee 4,032 Posted February 16, 2015 I have been working with random dungeon generation scripts, but they might not be what you are looking for. You can do randomized dungeons tons of different ways, from scripted BSP tree map generation (more or less the kind I have been working with), to randomly making a map out of pre-made chunks (there is at least one script out there that does that) to just making pre-made maps and selecting between them. 1 Share this post Link to post Share on other sites
AnarchCassius 29 Posted February 17, 2015 Well that's enough to work but you can take it a few steps further. Making a full on rogue-like map generator in RPG Maker can be done... but probably is overkill. What I'd do is spice it up with two further variances... Take your dungeon floors and break them down to 4, 9 or 16 pieces, even squares, using regions or just plain coordinate math, Make sure the entrances and exits to each square match on every map. They can quickly dead but make them match. Basically you're creating a tiled board system like a tabletop game in the vein of Zombies or Betrayal at House on the Hill. Then use a script to randomly pull each tile from a different map. You'll have far more than 30 levels possible, they have similair layouts but vary greatly. You can also, far more simply, just randomly place the monsters and treasures each time the level loads. Region tags work (but since a tile can only have one you'll need a different solution for marking board tiles I guess), just place a few randomized events in each of several regions. These both require a lot of scripts, some splicing of them, and some new code but most of the pieces exist already. Share this post Link to post Share on other sites
Lord Vectra 414 Posted February 17, 2015 I forgot to mention. Before you do the map transfer go to control variable and have the variable randomly regenerate a number from 1 to 30. For Example... Control Variable: [MAP#] = 1... 30 Condition Branch Variable: Map transfer = 1 Transfer Player: Map 1 Else Condition Branch Variable: Map transfer = 2 Transfer Player: Map 2 end end This means it will pick number 1 to 30 that will determine where you transfer the enemy. Share this post Link to post Share on other sites
Cr88tions 7 Posted February 17, 2015 Cool! Loads of different ideas there, cheers guys! It's a little way off but all of this will help when it comes to making some "Endless" dungeons. Share this post Link to post Share on other sites