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« Reply #420 on: October 22, 2009, 07:24:26 AM » |
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The day and night idea reminded me of an old gameplay concept I had. It was a platformer of sorts, where you could control two different characters. Each had their own 'story', where one was trying to turn on these lanterns to make the sun rise, and the other would turn off the lanterns to make it set. There would be 12 lanterns in all, and the backgrounds would change as each lantern was changed, either slowly becoming dusk or dawn. The characters were named Nacht and Dei, just because.
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Kegluneq
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« Reply #421 on: October 22, 2009, 06:21:26 PM » |
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Metroidvania Roguelike Complete with randomly generated world and awesome power-ups!
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shig
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« Reply #422 on: October 23, 2009, 07:41:25 AM » |
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You mean... Procedurally generated power-ups?
Holy shit.
But then how would the world generate itself around the power-ups? Y'know, like how there is always a few places that you can ONLY get to if you have this one specific powerup. That would be some pretty hard coding.
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team_q
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« Reply #423 on: October 23, 2009, 07:51:51 AM » |
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Well, You could make it so that the powerup's abilities are randomized, and make sure the power ups are placed in an area that it doesn't require that power up to obtain it.
You could have a pathing algorithm check and make sure the power ups are in viable areas, things like keys, jump height and distance covering power ups allow you to reach new areas, so you have to make sure you don't need to the hover boots to get the hook shot and the hook shot to get the hover boots. You would also want to make sure you need some power ups to get others though.
Edit: This is of course assuming that the procedural generation happens up front.
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Zest
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« Reply #424 on: October 23, 2009, 08:50:57 AM » |
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You could also procedurally generate the items to function based on what power-ups are currently available to the player. So, assuming the player has X power, then there should be at least one pathway that can be navigated using X power. The rest can use other power-ups, because of the whole backtracking dealio.
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Captain_404
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« Reply #425 on: October 23, 2009, 08:54:25 AM » |
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This kind of a game is just begging to be exploited by the player. Why not embrace that?
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Paint by Numbers
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« Reply #426 on: October 23, 2009, 12:04:25 PM » |
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I was going to make of mockup of this idea, but then made this instead.  I don't know.
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shig
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« Reply #427 on: October 23, 2009, 01:14:56 PM » |
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i think it looks fantastic
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Mr. LL
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« Reply #428 on: October 23, 2009, 03:58:53 PM » |
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Metroidvania Roguelike Complete with randomly generated world and awesome power-ups!
I think I've brought this up in TigIRC before >_>; But the idea was to first pull a certain number of power-ups (depending on the size of the game you wanted) from a pool of power-ups and then develop the world around that list of power-ups (which you could like assign an order of obtaining). In my mind it makes sense and seems easy enough (if you knew how to randomly generate crap and what not, which I don't so yea.) I think generating the whole world before starting would be the best way, but generating it on the go would work nevertheless I guess. I wanna see this made! D:
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John Nesky
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« Reply #429 on: October 23, 2009, 04:04:17 PM » |
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I recently started working on a procedural metroidvania map generator, now and then. Not much progress yet, it's not my primary project right now, but I'm definitely interested in it.
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Paint by Numbers
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« Reply #430 on: October 23, 2009, 06:12:36 PM » |
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I recently started working on a procedural metroidvania map generator, now and then. Not much progress yet, it's not my primary project right now, but I'm definitely interested in it.
Hope it goes somewhere! Pretty much everything in this whole thread looks and sounds wonderful to me, and the procedural metroidvania is no exception.  i think it looks fantastic
Thanks!
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Kegluneq
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« Reply #431 on: October 23, 2009, 09:15:54 PM » |
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This is what I originally said about the metroidvania roguelike in another forum: Hm I could see the metroidvania working. Just do several check run-throughs and designate certain areas as requiring one item or another to get. And make sure nothing spawns anywhere unreachable. I realize this is hard to understand so lets draw a picture here:  The dark colored pixels represent the item you need to access the lighter colored regions.
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« Last Edit: February 04, 2010, 10:00:00 PM by Kegluneq »
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Dom2D
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« Reply #432 on: October 26, 2009, 01:20:26 PM » |
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I'd love to play a procedurally-generated top-down sandbox zombie survival tactics game (PGTDSZSTG). With RPG elements obviously.  I tried making it but it was too much work.
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Squiggly_P
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« Reply #433 on: October 29, 2009, 09:03:01 PM » |
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A SHMUP where the only control you have was moving your ship while the weapons of both your ship and the single boss ship you have to fight were synched to music. Goal is to damage the boss enough to destroy it before the song ends (and of course, you'd have to analyze the song to ensure that this was actually possible...) and also obviously not to get hit yourself.
Warning Forever + Audiosurf, basically.
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shig
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« Reply #434 on: October 30, 2009, 07:48:30 AM » |
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A game with procedurally generated procedural generation.
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Ashkin
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« Reply #435 on: October 30, 2009, 12:47:35 PM » |
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team_q
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« Reply #436 on: October 30, 2009, 01:07:48 PM » |
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I would like to see a game about the Finnish Sniper Simo Häyhä the 'White Death'. Instead of usual FPSs about speed and trying to kill everyone as fast as possible, this one would be about patience, making sure you are impossible to detect.
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Dom2D
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« Reply #437 on: October 30, 2009, 01:40:29 PM » |
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It's not indie, but it's not a AAA title either: Try Sniper Elite. It's really hardcore, hide, sneak, take your time (forever) to kill a bunch of dudes, keep your calm, find good nests, etc. It has flaws but it's the closest I've been to a cool sniper experience.
Oh and it's got a bullet cam.
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Zest
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« Reply #438 on: October 30, 2009, 10:12:11 PM » |
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A SHMUP where the only control you have was moving your ship while the weapons of both your ship and the single boss ship you have to fight were synched to music. Goal is to damage the boss enough to destroy it before the song ends (and of course, you'd have to analyze the song to ensure that this was actually possible...) and also obviously not to get hit yourself.
Warning Forever + Audiosurf, basically.
Cactus actually made a game like this called Minubeat. It's incredibly hard to play, but it's an intriguing experiment nonetheless.
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