Grimrock Unlimited: A Procedurally Generated Adventure
Grimrock Unlimited: A Procedurally Generated Adventure
I've got my randomly generated dungeon to a point where I'm pretty happy to publish it. It's still a work in progress and I will continue to add to it for the foreseeable future.
Steam Workshop Link: https://steamcommunity.com/sharedfiles/ ... earchtext=
Nexus Mods Link: http://www.nexusmods.com/legendofgrimro ... w%3D&pUp=1
A unique dungeon is created when the map first opens. Walls, enemies, decorations, and items are all placed via scripting.
Any feedback is welcome!
Edit:
Updated with dungeon length options:
- Rogue: 4 floors, no healing crystals
- Long: 8 floors, healing crystal every floor
- Marathon: 16 floors, healing crystal every floor
Steam Workshop Link: https://steamcommunity.com/sharedfiles/ ... earchtext=
Nexus Mods Link: http://www.nexusmods.com/legendofgrimro ... w%3D&pUp=1
A unique dungeon is created when the map first opens. Walls, enemies, decorations, and items are all placed via scripting.
Any feedback is welcome!
Edit:
Updated with dungeon length options:
- Rogue: 4 floors, no healing crystals
- Long: 8 floors, healing crystal every floor
- Marathon: 16 floors, healing crystal every floor
Last edited by Scotty on Sun Apr 26, 2015 5:51 am, edited 6 times in total.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Awesome work!! I love the idea. Since I played Spelunky I love the randomized maps This prolongs the life of the games a lot.
Downloading...
Those words sound like music in my earsScotty wrote: I recommend playing with ironman turned on, I designed it with permadeath in mind.
Downloading...
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Mhmm, I've definitely been designing it with inspiration from the likes of Spelunky and Binding of Isaac.
Although there isn't much of it yet, I really want to capture the tension of "Do I use this key on this chest or save it to bypass a trap later" or "Do I fight this tough enemy and risk dying in the hope that he drops something good or do I run away". That kind of tension only really exists if there isn't the option of loading up a save.
Although there isn't much of it yet, I really want to capture the tension of "Do I use this key on this chest or save it to bypass a trap later" or "Do I fight this tough enemy and risk dying in the hope that he drops something good or do I run away". That kind of tension only really exists if there isn't the option of loading up a save.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Fixed the startup crash. Updated versions up.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
made one run, its really fun ! few observations and tips:
-is mortat pestle garanted somehow in first level ? did not found it
- often happens to me that items were behind the chest and i cannot pick them
- found about 6 locked chests but just one lockpick
- missing arrows completely and also did not found any firerm (just 10 bullets)
- any healing crystal generated ? (for example one for every two levels should be fine)
-is mortat pestle garanted somehow in first level ? did not found it
- often happens to me that items were behind the chest and i cannot pick them
- found about 6 locked chests but just one lockpick
- missing arrows completely and also did not found any firerm (just 10 bullets)
- any healing crystal generated ? (for example one for every two levels should be fine)
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Yeah, I made a couple runs and I must say it's very very fun!!
Completely agree but maybe in this game it would be nice some occasional Crystals with limited uses, on ramdom lacations perhaps or as said Drakkan, one for every X levels. It is a good reward. And one crystal at main room to not have to be redoing the same party if something goes wrong very soon, heheScotty wrote: Although there isn't much of it yet, I really want to capture the tension of "Do I use this key on this chest or save it to bypass a trap later" or "Do I fight this tough enemy and risk dying in the hope that he drops something good or do I run away". That kind of tension only really exists if there isn't the option of loading up a save.
It happened to me just the opposite I guess anything can happen.Drakkan wrote:- found about 6 locked chests but just one lockpick
I found a firearm but not bulletsDrakkan wrote:- missing arrows completely and also did not found any firerm (just 10 bullets)
Yes, same to me, and also one time, a chest front three walls impossible to open as shown in the picture below:- often happens to me that items were behind the chest and i cannot pick them
SpoilerShow
Re: Grimrock Unlimited: A Procedurally Generated Adventure
I want to avoid putting healing crystals throughout the dungeon, try and make the player rely on resurrection consumables if someone does die. I'll definitely put one at the start and end though, that's a great idea. Maybe I'll have some behind locked doors, so if you want to access a crystal, you won't be able to open a locked chest.
So at the moment item spawns are completely random, there's a list of around 100 items that can spawn on the ground, with only lockpicks, herbs, and a couple other things being slightly more likely to appear. Definitely a lot of number tweaking that has to go one here, I'll make quarrels, ammo and arrows more likely for starters. Mortar and pestle is just as random as any other item to spawn, I'll probably stick one in the starting sack instead since it is such a necessary item.
So in terms of being frustrated when a certain item doesn't spawn (say not being able to find a firearm when you've designed a character around firearms), this is what I'm hoping shops will be able to solve. Being able to receive an item with certainty at the cost of not being able to purchase other items.
There'll be other ways to get lockpicks in the future. I'll up the spawn chance of them for now though.
Items spawning in inaccessible locations is an easy fix. That chest facing the wrong direction is a strange one though, that shouldn't happen , I'll look into it.
Thanks for the feedback! It's super useful.
So at the moment item spawns are completely random, there's a list of around 100 items that can spawn on the ground, with only lockpicks, herbs, and a couple other things being slightly more likely to appear. Definitely a lot of number tweaking that has to go one here, I'll make quarrels, ammo and arrows more likely for starters. Mortar and pestle is just as random as any other item to spawn, I'll probably stick one in the starting sack instead since it is such a necessary item.
So in terms of being frustrated when a certain item doesn't spawn (say not being able to find a firearm when you've designed a character around firearms), this is what I'm hoping shops will be able to solve. Being able to receive an item with certainty at the cost of not being able to purchase other items.
There'll be other ways to get lockpicks in the future. I'll up the spawn chance of them for now though.
Items spawning in inaccessible locations is an easy fix. That chest facing the wrong direction is a strange one though, that shouldn't happen , I'll look into it.
Thanks for the feedback! It's super useful.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
This is a pretty awesome idea for people who are more interested in this type of game play or people who like both types. I personally only enjoy a carefully designed and finely crafted original dungeon. But I remember playing Rogue as a kid, and there are fond memories.
Finished Dungeons - complete mods to play
Re: Grimrock Unlimited: A Procedurally Generated Adventure
Updated with a few changes:
- Added healing crystals to beginning and ending of dungeon. These are more to facilitate character importing and exporting more than anything else.
- Entrance Hall sack is no longer dynamic. It now contains the lowest tier of each weapon type, should allow you to defend yourself even if the RNG gods are particularly cruel.
- Fixed issue of ground items sometimes spawning in inaccessable locations.
- Increased spawn rate of arrows, quarrels, and lockpicks.
- Added healing crystals to beginning and ending of dungeon. These are more to facilitate character importing and exporting more than anything else.
- Entrance Hall sack is no longer dynamic. It now contains the lowest tier of each weapon type, should allow you to defend yourself even if the RNG gods are particularly cruel.
- Fixed issue of ground items sometimes spawning in inaccessable locations.
- Increased spawn rate of arrows, quarrels, and lockpicks.
Re: Grimrock Unlimited: A Procedurally Generated Adventure
finished another run. I still think that giving player some healing crystal is good idea OR give higher chance to find healing shards. Why ? - because if one member of my party dies (which btw due to the lack of armour happens during few seconds) majority players will just load last savegame. Instead they should backtrack to healing crystal in my oppinion (or at least make accesible that healing crystal at the beginning)