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879293 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 06:05:10 PM
TIGSource ForumsDeveloperCreativeDesignhelp/advice for creating a challenge
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bluej774
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It smells like wet fur in here!


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« Reply #15 on: May 24, 2012, 11:10:36 AM »

Heh - the last roguelike I played was Epic Dungeon on Xbox, I'm hardly oldschool :D
Oh, yeah.  I have that one, too.  I just haven't played it in forever.  Thanks for the reminder.

Like if the player passes up one tunnel to continue through the dungeon, you generate a treasure chest at the end of the tunnel that they passed up with some useful item in it that the computer now gets that they don't. If they opt not to kill one enemy, the CP kills it and loots gold that lets them later buy some rad shit that's just the cost of the difference between the player and computers' wallets.
Nice! Evil, but nice!  I never considered that the map could technically be generated during gameplay as the player explores.  It would be more difficult from a technical standpoint, but it would certainly increase the odds that there are better options than the player is choosing since I'd put a better option in after the player already chose.  Still evil, but I might have to be evil to make such a game work.  Thanks!
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baconman
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« Reply #16 on: May 26, 2012, 06:27:32 AM »

Random Mazes AI: It's simple. Use A* pathfinding, but indicate a minimal requirement for the route taken, and tweak the maze-solving aspect to balance. I'd say take the optimal route's value, multiply it by something like 3-3.5, and have it pathfind a route that travels a minimum of that value to reach the goal. This way they'll roam around awhile like they're figuring it out, too.

In fact, I'd make that a player-set variable, so that easier games will use higher multipliers, and harder games would use lower ones (like 1.8x for master maze-solvers).
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