presenting: random world generator (with c file)

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asthmatic_thematic
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Re: presenting: random world generator (with c file)

#16 Post by asthmatic_thematic »

REQUEST! :)

I've been playing TOME a bit with the randomly generated territory.

(Random Tome is different from the infinite wilderness module. They're both minimal in their own ways, but in different ways. Random Tome just moves wilderness stuff around, so it's a bit more fun to explore, but leaves all quests/content/final battle stuff completely intact. Infinite wilderness uses the Tome classes/races/items, etc., but makes random dungeons associated with civilizations here and there, and let's you kill dungeon leaders. Most importantly, Random Tome is playable, while infinite wilderness isn't yet.:)

Random Tome is okay, but: (1) it's a little bit buggy, (2) it doesn't have quite the same structure as Tome, and (3) it doesn't look that great because there are big empty spaces because of lacking tiles.

On (1). I've corrected a lot of my own bugs (wild animals being created in oceans, eg). But there are some odd ones. First, I have set the start to Derth, just for fun. And I do start there; but when I come out, I come out in the middle of nowhere. Is there some hardwire as to where you first set foot in the wilderness map? If I go find Derth, and go in and out, it works fine. It's just the first step into the wilderness that's a problem. This is a problem with Trollmire, if I leave the start there, too. Second, there are some towns that appear, but I can't get into. For example, Elvala and Shatur--the towns show up (I know I need to hide them behind trees), but I can't enter. I assume there's just no content there yet...? Also, where is the code that makes the main screen print "Eyal" or "Tar'Eyal" or whatever in the very very lower right of the display?

On (2). There're a lot of structural requirements for where sites go, but I've only recreated about half of them, and so the game is...weird. I don't know some of the new Tome content, especially, well enough to make sure the game is structurally the same. The goal here is to have some new exploration each game, not change the real dynamics. If people can offer further suggestions, I'd be grateful. I finally made Rel its own island, which helped shrink the scale a bit, as DG suggested. Since the Far East is the same, here are the sites I need help on:

"derth"); central
"trollmire"); near derth; near woods
"maze"); medium distance from derth--anything else?
"old-forest"); near derth; in woods
"sandworm"); in desert
"dreadfell"); far from derth
"daikara"); in north, adjacent to mountains
"charred-scar"); ?
"halfling-ruins"); ?
"kor-pul"); medium distance from derth--?
"last-hope"); far from derth; near edge of map--?
"shatur"); in forest; hidden by trees
"elvala"); in forest; hidden by trees
"angolwen"); inaccessible in mountains; should be central if possible...?
"angolwen-teleport"); at edge of mountains, near angolwen
"zigur"); none?
"scintillating-caves"); ?
"rhaloren-camp"); ?
"irkkk"); on Rel
"ritch-tunnels"); on Rel--?
"murgol-lair"); on Rel--?
"rel-tunnel"); on Rel--?

There are a few others, (eg lumberjack town) but those are the conditions I'm either imposing now or need to impose. Any suggestions on this would be great, to make the game *roughly* play the same, even if you need to explore a bit.

On (3). Can anyone make me several graphic tiles? To fit with the current default tileset? For right now, all I really need is "woods" (like hills are to mountains; woods are passable, but woodsy!). Also, I wouldn't mind a hills tile which is more distinct from the plains tile--rather than being just green with wrinkles, maybe have some more distinct rolls, or be a mountain ^ but less pointy, or somesuch. Also, a glacier tile which looks more...icy. Yes, more icy than the current polar cap or frozen ground. A few other variations would also make the map look much nicer, but I'll think about what I need most. (Maybe, eg, a general point is that river tiles look too much like ocean tiles...)

Thanks so much, everyone!
A-T
Last edited by asthmatic_thematic on Sat Mar 12, 2011 12:50 am, edited 1 time in total.

tiger_eye
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Re: presenting: random world generator (with c file)

#17 Post by tiger_eye »

asthmatic_thematic wrote: First, I have set the start to Derth, just for fun. And I do start there; but when I come out, I come out in the middle of nowhere. Is there some hardwire as to where you first set foot in the wilderness map?
Hmm, just a stab in the dark, but it might be defined in 'game/modules/tome/data/maps/wilderness/eyal.lua', such as 'addSpot({28, 13}, "playerpop", "allied")'. I'm not really sure, though.

What you're working on sounds very interesting; keep it up!

asthmatic_thematic
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Posts: 79
Joined: Tue Aug 19, 2008 7:15 pm

Re: presenting: random world generator (with c file)

#18 Post by asthmatic_thematic »

hmm....thanks! looks like a lot of this is new to 21...

humans = trollmire
dwarves = iron-council
shalor = scintillating caves
yeek = irkkk
low-und = ???

where do low-undead pop out to? i don't see anything on the map...

As a larger question:

DarkGod, just out of curiosity: why are you giving hard coordinates for the playerpop locations? Is there no way to make these particular sites look like this?
addSpot('derth', "playerpop", "allied")

I guess that right now entering a dungeon takes you to a zone (which is completely conceptually separate from the wilderness map), and leaving it usually just puts you back where you started, with unchanged coordinates, and so leaving a dungeon where you don't end up where you came in is different (eg, when you're taking your first step into the wilderness, or when a dungeon is like a tunnel to another place), and a bit harder...

Or, if you used something like the above [[derth]] method as an argument for the dungeon exit code, you could pop out on the map where the [[derth]] map element is. I guess this would require a reverse look-up of the wilderness grid, or something... and I suppose this method really would be a property of the dungeon zone code, rather than of the eyal map. That seems a bit more natural to me, strengthening the conceptual connection between entrances and exits (but allowing a dungeon-internal way to make the two diverge).

Just curious.

Thanks, though, tiger_eye!
A-T

ps: i finally realized what the addZones do. they have four args, so they're areas. (i assumed the last args were player-level-encounter restrictions.) the areas control the labels of Maj'Eyal, Island of Rel, etc., and also give limited ranges where you can encounter eg the apprentice mage, etc.

darkgod
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Re: presenting: random world generator (with c file)

#19 Post by darkgod »

I give hard coords because at the time of the player creation the worldmap has not been loaded yet (and wwont be until the player enters it).
So there is no way to interrogate it :/

Note that this is now changed in SVN, the coords are using addSpots and the wordmap is made on birth
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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