CFD 2012: Discussion thread (Submission Thread Link Within)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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HaunterV
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by HaunterV »

SpiderFighter wrote:
HaunterV wrote:[...]when you first spawn into the Frankendungeon you can either go left and skip the first dungeon and take whatever teleporter you wish, or you can go right and start on the first submission which will lead into the second submission and so on.

[snip]

Additionally, there is a thought that this initial floor might act as a Hubworld of sorts with each teleporter being unlocked once you complete the submission to which it belongs.
Excellent ideas, and very well thought out. I'm looking forward to this even more than before now!

Maybe even have a reset lever for the submissions outside of the submission teleporters if you wanted to replay the submission again.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
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Szragodesca
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Szragodesca »

Just a thought, but if you could figure it out, the "level" LED code from Lark's elevator script would actually work pretty well to show what SL the party should be before attempting a given portal. Open the door, see a big red 13 on the back wall when you're only 8, and it's your funeral.

Alternatively, have the end of the dungeon trigger the door to the next portal, rather than a pull chain. Enter the first dungeon, complete it to open the second one, complete that to open the third one. Far less "open world" style dungeon selection that way, but less "OMGWTF DID I JUST JUMP INTO!? :o "

If you had a shopkeeper set up in the first dungeon, and he sold Teleport Scroll(s) so you could get the heck out of a dungeon that was too strong for you, this might not be such a problem. It would also give you a reason to carry some of those extra items out of a dungeon now and again. ;)
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SpiderFighter
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by SpiderFighter »

Szragodesca wrote:If you had a shopkeeper set up in the first dungeon, and he sold Teleport Scroll(s) so you could get the heck out of a dungeon that was too strong for you, this might not be such a problem. It would also give you a reason to carry some of those extra items out of a dungeon now and again. ;)
I'm not adverse to a shopkeeper; just wanted to point out that each dungeon will have a color coded teleporter leading back out again.
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HaunterV
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by HaunterV »

Szragodesca wrote:Just a thought, but if you could figure it out, the "level" LED code from Lark's elevator script would actually work pretty well to show what SL the party should be before attempting a given portal. Open the door, see a big red 13 on the back wall when you're only 8, and it's your funeral.

Alternatively, have the end of the dungeon trigger the door to the next portal, rather than a pull chain. Enter the first dungeon, complete it to open the second one, complete that to open the third one. Far less "open world" style dungeon selection that way, but less "OMGWTF DID I JUST JUMP INTO!? :o "

If you had a shopkeeper set up in the first dungeon, and he sold Teleport Scroll(s) so you could get the heck out of a dungeon that was too strong for you, this might not be such a problem. It would also give you a reason to carry some of those extra items out of a dungeon now and again. ;)

already under discussion. the updates are happening a tad slower than the flow of ideas.

The considerations are along the lines of hearthstones, town portal scrolls, w/e. and the pullchains will likely be removed in favour of a password/unlocking feature handed out at the end of the dungeon, even if Ed has to drop a note/key/something else with the info at the end of every dungeon.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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Edsploration
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Edsploration »

Please, please excuse the massive wall of text! If you like, just read my reply to you (under quotes). I saved the cool new stuff for a second post after this one!

I've been inactive a bit too much lately, time to change that!
SpiderFighter wrote:I was wondering about this sort of thing myself. The Difficulty Index (or Suggested Level) may be a bit misleading in some rare instances. For example, I have one room with three fairly powerful creatures that, once defeated, will grant no xp, whereas I have a smaller critter that will grant normal xp, even though it becomes a much tougher than usual fight due to its having developed a new...um...skill, let's say. ;) Are we tweaking individual values, or just confident that all will even out by then dungeon's end?
The Suggested Level is an automated rating. No matter how much I try to account for with it, it won't be able to catch everything. It's more of a guide than a strict rule. Ultimately it has to be up to the designer to pick the tier their dungeon is meant for when they submit it. Although I might ask them to change it if they pick something really really off.
How good each tool is for finding the correct tier (worst to best): SL rating < Designer Expertise < Play Tester Expertise
Ancylus wrote:I don't quite understand what you mean. My idea was a room like the following:
SpoilerShow
Image
Edit: Image hopefully fixed now. In case it isn't, here's the same in ASCII:

Code: Select all

td.
++.
S+s
.++
.DT
S ans s are stairs up and down, T and t are teleports to actual level start and end, D and d are destinations for teleports at level start and end, + means wall and . marks empty space.

Surround the whole thing with walls or secret doors, or remove the teleporters and connect it to the rest of the level with corridors if that fits your design. Of course if you have multiple levels it's not necessary to place stairs between them here. And getting up/down stairs to match between different designers' levels only requires mirroring the room.
A room like that could function fine, but it doesn't solve the issues I was referring to in my last post. When going from one floor (above) to another (below), teleporters would have to link to teleporters and stairs would have to link to stairs. If we want to offer both possibilities, many people may implement a central room as you suggested. If the stairs end up being used, we're limited in that the entrance/exit locations are predictable. If the teleporters end up being used, they can't be placed in clever ways or in puzzles that teleporters often appear. In either case, we must reserve up to a 5x5 block (because of clipping on the sides of stair models) the designer must work around.

Having teleporters also lets us have "Scrolls of Return" which are only usable at the dungeon entrance and exit teleporters! (Making them usable anywhere makes them cheap in the "escape from any danger" sort of way.)
Ancylus wrote:
Edsploration wrote:So, do you think median weapon SL is the best way to rate a "typical dungeon level" by item content? I may have to add something like this to my Custom Dungeon Analyzer...
Median may not work well if there are lots of low-SL items on the level. A better idea would be to take the highest SL found in the level, and subtract one or two from that.
I was thinking that if we only consider equipment weapons (not throwing items, missile items, etc, or any other item type), it should be the best measure of the intended level of the floor. It would be rare for a designer to give out multiple cudgels late in the dungeon, for example. And weapons are usually given out in a fairly tight range around their intended monster difficulty range because they are such a driving factor in champion power. If we look at the highest level weapon, and take off a few... how many would we take off? Some designers may put no more than item SL 6 into one floor, while another may put item SL 8 into the same floor and be just as balanced if it's not overdone. Ultimately we have to consider many cases. Perhaps a (median OR (max - 2), whichever's higher) approach would work best for the widest number of cases. Or a weighted-"median". I'd need to fiddle with many examples to find something that works.
Brodie301 wrote:I posted a 2 level dungeon called Low Levels for a play test on Nexus.
Please give give it a try and give suggestions.
This is an awesome dungeon! It plays much like the main game, but is full of new surprises. I think I was able to obtain everything except for what looked like Leather Boots in an alcove. A few observations:
SpoilerShow
  • I would suggest including secret objects for the secret locations. The game keeps track of those and makes total secrets viewable from the statistics screen. It's nice knowing how many there are total.
  • I saw a few clipping models, mostly dirt on the ground. Maybe the game places dirt randomly even when you have already done so manually?
  • The scavengers fight may be too tough for someone who hasn't yet become fast with the controls. They probably are good if they're playing custom dungeons. But you might not want to put skill-demanding roadblocks like that so early in a dungeon unless they are optional side areas. In the main game one of the early tough rooms was the slime area, but it was optional.
  • For inclusion into the CFD, I am a bit concerned about how quickly a party can level up in a dungeon of this length. I would hope to be able to fit in at least two dungeons in each tier, but this one easily fills the first tier by how much XP is supplied.
  • I think items were done pretty darn well. There is a wide variety of them. Recipes and spells included! But the party is still a bit starved when it comes to filling armor slots.
  • There are a lot of torches! I got too used to them and nearly got stuck when I had to eventually do something with one. Nothing wrong with that though.
SpiderFighter wrote: I'm waiting on item placement until we have more definitive guidelines. I'm worried we'll wind up with 10 areas in a row that all have the same weapon (for example) and leave out something a player may want/need instead. Is there a way to parse every item that appears in a dungeon, to make the stitiching easier, or should we keep a running list of what we're using to submit with our maps? I have no problem with a team leader (aka "The Stitcher" :) ) PMing me with "Hey, we could really use an "item X" by the time we've gotten to your area; would you mind throwing one in your map somewhere?".
I would prefer to stick to a reference chart much like the Stats-Build tab of my spreadsheet here: https://docs.google.com/spreadsheet/ccc ... 6SGc#gid=9
Using this chart as an example, If you were working on dungeon level 7, for example, gauntlets would be a good item to consider adding to your floor. Or a throwing weapon upgrade for dungeon level 4. The chart would be filled in as people submit dungeons, but they wouldn't exactly know WHICH item was on each floor. My reason for wanting it this way is:
  1. It lets each designer work entirely on their own submission without rehashing based on other's work.
  2. Many designers may implement custom items, so doing an overview based on vanilla items would require spoilers when custom items need mentioning.
  3. The submissions won't be designed to fit together at all! And may have a few jarring differences when sewn together, just like our ugly monster Mr. Frankenstein. Fitting aesthetics within a submission, and jarring differences between floors fits the FrankenDungeon theme, and also draws attention to the credit of the designer who made the floor!
Szragodesca wrote:Just a thought, but if you could figure it out, the "level" LED code from Lark's elevator script would actually work pretty well to show what SL the party should be before attempting a given portal. Open the door, see a big red 13 on the back wall when you're only 8, and it's your funeral.
I wouldn't want to do this for the hub floor because the balance of the dungeon may not line up well with the SL system, and many people might not know what it means. We're looking to forcing the player to do the dungeon levels in order at this point anyway, unless they enter a special password to skip ahead. If they're doing that, they should hopefully already know what the password goes to.

That being said... doing something like this would be AWESOME for your own custom submission to the CFD. ;)
Speculating here... you could make a "level of challenges" with such warning systems as a preview into arena style battle rooms. As long as the challenges are optional, there's nothing wrong with making the SL for each one as high as you want. The only problem I'd have with it is not allowing the player to gain XP from the fights, or at least not so much XP to skip entire SL tiers. Providing your own items or custom super-potions for victory would be very cool prizes.
HaunterV wrote:Maybe even have a reset lever for the submissions outside of the submission teleporters if you wanted to replay the submission again.
Resetting a dungeon with a script is prohibitively difficult to do for most dungeons. If someone wants to do this, they should keep a save file before the dungeon or skip it until later with the password warp feature which is explained below.

Oh, but I would like to do a super secret password-to-drop-equipment-and-level-up-party-to-specified-power (SL), which may or may not get done before this whole thing launches. It would require me to do a lot more work and reach a future version of my Custom Dungeon Analyzer. But it would allow a player to start a new party, and warp instantly to a specific dungeon level they want to replay without having to worry about keeping a save file there.
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
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Edsploration
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Edsploration »

HaunterV wrote:The considerations are along the lines of hearthstones, town portal scrolls, w/e. and the pullchains will likely be removed in favour of a password/unlocking feature handed out at the end of the dungeon, even if Ed has to drop a note/key/something else with the info at the end of every dungeon.
Yes! We have discussed this briefly in private, and after a coding spree, I come bearing good news!
These features ARE GO:
:arrow: In the hub floor, doors locking portals to each floor are unlocked when that floor is reached by normal progression.
:arrow: A keypad is included in the central area of the hub floor. Password key sequences (to be called "passkeys" maybe?) can be entered to unlock any floor. (i.e. enter 54321 to unlock floor 2.)
:arrow: Scrolls of Return are implemented! Use the scroll while facing a floor-up or floor-down teleporter to turn it purple! Purple teleporters are single-use and go straight to the hub floor. A Scroll of Return is consumed when used to generate a purple portal. These are only usable at the entrance/exit portals for a reason: they are not meant to be escape-from-danger-tickets. One of these scrolls will probably be supplied at each save point. Or do all of you want to choose where they appear by placing them yourselves? A non-consumable hearthstone may be nice to add near the end of the whole dungeon. We'll see.

If you'd like to start placing these dungeon start/end teleporters yourself, or the scrolls of return, please download this file (right-click, Save link as...): https://dl.dropbox.com/u/18420968/LoG/c ... _tools.lua
And add this line to your init.lua file in your mod_assets/scripts/ directory:

Code: Select all

import "mod_assets/scripts/community_frankendungeon_tools.lua"
Note that the scrolls ARE NOT FUNCTIONAL without the hub floor. The version in the file simply makes a nice sound and is consumed.

More things to address:
Teleporter colors: Care to have a vote on colors? How about yellow for up, and orange for down? Or will green and red work? I'm okay with either, although I've used green and red so far in my tools file.
Does anyone know how to set teleporter light color??? Not fog/stars color.
Shopkeeper: Personally, I don't like where this idea would lead. What would the currency be? Any single thing as currency is just as limited as Scrolls of Return would be. Bartering away anything/everything would be excessive. Having an infinite-use Scroll of Return type item near the end of the CFD would resolve any potential to run out.

Whew... okay... time to stop abusing the forum...
Open Project -> Community FrankenDungeon: viewtopic.php?f=14&t=4276
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HaunterV
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by HaunterV »

Ok I think i may have come up with a solution to not limiting entrances and exits.

Breather hallways.

we put additional floors between submissions that's sole purpose it to get the player from Submission A's exit to Submission B's entrance.

They would be straight forward as possible with maybe another alcove just before the next submission's entrance with the notes mentioned earlier with the "welcome to my submission" text. Also a guaranteed rest stop without fear of monsters smashing you in the face.

It's not elegant but it would suffice. thoughts?

I am of course ALL for the teleportation scrolls as well. I do feel that this potential solution will cater to the single sustained run crowd.

XP rewards
As for brodie's dungeon and xp concerns overall... we could potentially scale back xp rewards for floors or the dungeon as a whole and leave everything but xp rewards untouched. Like if I were to submit my dungeon as a t1 entrant, I'd clone all my monsters and set their xp rewards to about 1/2 to 1/4 of the original values.
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
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SpiderFighter
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by SpiderFighter »

Edsploration wrote:Scrolls of Return are implemented! Use the scroll while facing a floor-up or floor-down teleporter to turn it purple! Purple teleporters are single-use and go straight to the hub floor. A Scroll of Return is consumed when used to generate a purple portal. These are only usable at the entrance/exit portals for a reason: they are not meant to be escape-from-danger-tickets. One of these scrolls will probably be supplied at each save point. Or do all of you want to choose where they appear by placing them yourselves? A non-consumable hearthstone may be nice to add near the end of the whole dungeon. We'll see.
I'm not sure about these. They're an incredible idea, but no matter how you work them, it's easy enough for someone to run back to the start point and burn the scroll to go back up to the hub (feels funny typing The Hub, since that's my dungeon :P), particularly if the entrance is in a central point to the rest of the map. How about if we divide the number of included levels by, say, 33.3% and include only that many? They'd still be dispersed throughout, but that way the player would be forced to conserve a bit as they go through the entire Frungeon (my truncated term for Frankendungeon :) ) instead of using them as a get out of jail free card of sorts.
Edsploration wrote:Teleporter colors: Care to have a vote on colors? How about yellow for up, and orange for down? Or will green and red work? I'm okay with either, although I've used green and red so far in my tools file.
I'd be afraid of yellow and orange being too similar. Besides, red and green fit the idea of this being a Christmas present to the community. And I've already added them to mine, and I'm just being lazy. lol
Edsploration wrote:Does anyone know how to set teleporter light color???
I just place a light source above it. Seems to do the trick.
Edsploration wrote:Whew... okay... time to stop abusing the forum...
It's good to see you back. :)
Szragodesca
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Szragodesca »

Edsploration wrote:Shopkeeper: Personally, I don't like where this idea would lead. What would the currency be? Any single thing as currency is just as limited as Scrolls of Return would be. Bartering away anything/everything would be excessive. Having an infinite-use Scroll of Return type item near the end of the CFD would resolve any potential to run out.
The currency would be whatever you wanted, but without custom models I'd recommend a defined "gem" of some sort that's stackable. If you want more variety, make more gems and give them Neikun's slime treatment by seeing what other materials look decent on the model. ;)

I agree with your points on the scrolls of return being limited not only in use, but in number.

There are things you could sell, however, that some parties might consider very useful. A scroll with charges that summons food, for instance. Perhaps a torch with extended duration, for those "dark dungeons". Knowing that there was a shopkeeper who could help with some of these semi-common issues wouldn't make dungeon crafters lazy I think, so much as make some of them consider building a dungeon around the idea of "they can eke by in this set, but they really should have bought a food scroll or two" or the like. The summon random food spell already exists in the New Spells thread, so that's just a matter of making the item. One might also be able to purchase a scroll with a reduced duration resist element spell on it, just in case their mage didn't have that spec. This would allow even non-mage parties more of a fighting chance in Uggardian, Goromorg, and Herder-heavy dungeons.

The same goes for potion ingredients. Maybe someone burned through a bunch of healing pots because their DPS got ogre-smacked, and they want to replenish their stock before the next dungeon, so they buy some of those. The theory also applies for disease or poison cures.

Heck, you could have a shop open up only after you've completed enough levels of the dungeon so its use is restricted. If you set it up right, you can add to its inventory choices for completing more levels; maybe even add a special item now and then which you can only obtain by meeting specific objectives within a certain level, or set of levels (such as finding the secret locations and beating the mini-boss to collect the three pieces of the mystical Axe of Returning for your thrower).

By having varying types of gems as currency, you can make the cost of any particular item any combination you so desire. "Two amber gems, three emeralds, a sapphire, and a ruby for that Iron Key." just because a dungeon crafter might take advantage of that, and the hearthstones, to supply more locks than keys so you have to actually buy a key now and then to unlock everything in their area. :P
Ancylus
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Re: Endless Dungeon 2012 "Community FrankenDungeon"

Post by Ancylus »

Edsploration wrote:A room like that could function fine, but it doesn't solve the issues I was referring to in my last post. When going from one floor (above) to another (below), teleporters would have to link to teleporters and stairs would have to link to stairs. If we want to offer both possibilities, many people may implement a central room as you suggested. If the stairs end up being used, we're limited in that the entrance/exit locations are predictable. If the teleporters end up being used, they can't be placed in clever ways or in puzzles that teleporters often appear. In either case, we must reserve up to a 5x5 block (because of clipping on the sides of stair models) the designer must work around.

Having teleporters also lets us have "Scrolls of Return" which are only usable at the dungeon entrance and exit teleporters! (Making them usable anywhere makes them cheap in the "escape from any danger" sort of way.)
Ok, the consensus seems to favor teleporters, so we'll go with those. Sorry if I've stuck too long to this one issue, just wanted to present my point of view.
Edsploration wrote:Perhaps a (median OR (max - 2), whichever's higher) approach would work best for the widest number of cases.
This seems like a good idea, since it accounts for levels with lots of similar-leveled items as well as those with just one or two well above the rest. And in the end, we will have to make the final decisions anyway, this is just a guideline.
SpiderFighter wrote:
Edsploration wrote:Scrolls of Return are implemented!
I'm not sure about these. They're an incredible idea, but no matter how you work them, it's easy enough for someone to run back to the start point and burn the scroll to go back up to the hub (feels funny typing The Hub, since that's my dungeon :P), particularly if the entrance is in a central point to the rest of the map. How about if we divide the number of included levels by, say, 33.3% and include only that many? They'd still be dispersed throughout, but that way the player would be forced to conserve a bit as they go through the entire Frungeon (my truncated term for Frankendungeon :) ) instead of using them as a get out of jail free card of sorts.
I don't think this is a problem. If the player can reach the teleporter, they can escape danger anyway, the only difference is where they end up. And unless they have already passed the level, they will still have to return to face the threat they avoided.

On a related note, I think the teleporters between different designers' levels shouldn't port monsters. An unexpected extra monster at a wrong place might ruin a puzzle or make a fight too difficult.
Edsploration wrote:Teleporter colors: Care to have a vote on colors? How about yellow for up, and orange for down? Or will green and red work? I'm okay with either, although I've used green and red so far in my tools file.
I'm also in favor of green and red.
SpiderFighter wrote:
Edsploration wrote:Does anyone know how to set teleporter light color???
I just place a light source above it. Seems to do the trick.
And turn off the teleporter's own light to make the colored effect stronger.

Shopkeeper: I'm rather against including one. At the very least it would require pretty strict rules on what kinds of items may be sold, how much currency should be found at each level, and so on. Keeping the level progression sensible is difficult enough as it is, and an extra source of items would only make it more so.
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