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Re: [TOOL] Custom Dungeon Analyzer

Posted: Sat Oct 13, 2012 4:06 am
by SpiderFighter
Edsploration wrote:I'm glad some are finding this useful, so I'll definitely expand on it! :mrgreen:
I realize many custom dungeons may supply XP in their own ways. I'll add in the capability to manually enter extra XP on any level and recalculate the charts.
"Useful" is an understatement, my friend. It's helped me in ways in which I think it was never intended. Just in balance alone it's an incredible asset.
I had a thought though: I was just looking over your "Endless Dungeon" post (see below) and I was wondering if there was a way to add the dungeon's difficulty index to the program? Miught make it easier to start putting the dungeontogether once those maps start flying in.
viewtopic.php?f=14&t=3300&start=10#p33471

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sat Oct 13, 2012 4:15 am
by Neikun
I tried it with a dungeon that had some floors with nothing on them at all, and I got no reading.
Something to look into?

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sat Oct 13, 2012 9:08 am
by Edsploration
SpiderFighter wrote: I had a thought though: I was just looking over your "Endless Dungeon" post (see below) and I was wondering if there was a way to add the dungeon's difficulty index to the program? Miught make it easier to start putting the dungeontogether once those maps start flying in.
viewtopic.php?f=14&t=3300&start=10#p33471
The Difficulty Index (DI) idea I outlined in that post evolved into the Suggested Level (SL) metric which I implemented in this Analyzer and my spreadsheet on items and monsters. I renamed "Difficulty Index" into "Suggested Level" because SL makes more sense for talking about where to place items, as well as monsters. Also, I suppose you could say SL is tied directly to the item or monster. When I described DI, I was describing the difficulty of a monster encounter. So fighting 2 monsters at once would have a higher DI. If you're really concerned about balance, you should be thinking about this! But with an automated tool as my analyzer it's impossible to know how many monsters the player will be faced to fight in each encounter. It's ultimately up to your best judgement. SL is "suggested" after all.

Besides number of monsters fought at once, there are issues to consider such as:
  • Elemental damage and resistances
  • Potential for ranged combat to avoid close encounters
  • What types of combat are available to the player based on equipment discovered so far.
  • Whether the monster hits the whole party or just one character, and if your back characters will be damage dealers or fall apart as paper tigers.
  • The attack cooldown of the monsters.
  • The relative effectiveness of accuracy/evasion/protection at different levels (still mostly unknown to me).
  • Any scripting or custom stuff involved in the mod.
  • etc
For example, in the main game there is a room right at the beginning of dungeon level 4 where two big herders are fought. This can be a very tough fight! (It was for me.) In my spreadsheet herder_big has an SL of 5. The discrepancy has to do with the big herder's very slow movement speed, which allows you to dart around it in an open room and trivialize the fight (maybe appropriate at level 3 even for a single herder_big). If you're forced to fight one while pinned in a deadend, you'll find they're closer to level 7 monsters (iirc, from my tests last week). Fighting two in an open room can be like either of those cases, depending on how good you've gotten at dancing around monsters. So I gave them an SL of 5 and hopefully people can figure it out from there.

If you do have a herder_big as the highest SL monster in your dungeon level, my tool will tell you the Suggested Level is 5 for that dungeon level. But really if you asked me personally, I'd say it could be 3, 4, 5, 6, or 7 depending on all the other factors my tool can't read. Or maybe in your dungeon you don't even fight it in the traditional way, so it could be anything!

Balance is very important when things are out of balance, but less important as they get closer to in-balance.

Well I could go on for days about this kind of stuff, but I've tried to keep it to the relatively key points here. If you've got some ideas about how to rate difficulty, I'd love to hear them!
Neikun wrote:I tried it with a dungeon that had some floors with nothing on them at all, and I got no reading.
Something to look into?
Hmmm, yes, very well could be something! I'll look into it! But I'm working this weekend so I won't be updating anything immediately.

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sat Oct 13, 2012 11:44 am
by SpiderFighter
You put so much time, thought and effort into all of your posts, that I kinda feel a little guilty that you really answered my question with
Edsploration wrote:The Difficulty Index (DI) idea I outlined in that post evolved into the Suggested Level (SL) metric


I was wondering what that SL meant. :)

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sat Oct 13, 2012 7:51 pm
by Edsploration
I thought that was probably the case. But I wanted to talk about it anyway because I hadn't posted anything about that before. It was too nit-grit for the front post of the thread.

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sat Oct 13, 2012 11:29 pm
by SpiderFighter
Edsploration wrote:I thought that was probably the case. But I wanted to talk about it anyway because I hadn't posted anything about that before. It was too nit-grit for the front post of the thread.
I'm just busting yer chops a bit. :) The fact is, all your posts are very well-informed, and that particular one would be useful to the Frankendungeon thread as well.

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sun Oct 14, 2012 2:54 pm
by HaunterV
am i missing something? i cut n paste my dungeon lua for my single floor dungeon and it seems to do nothing...

Re: [TOOL] Custom Dungeon Analyzer

Posted: Sun Oct 14, 2012 4:33 pm
by Neikun
Is it of a dungeon.lua with some floors that contain nothing?

Re: [TOOL] Custom Dungeon Analyzer

Posted: Mon Oct 15, 2012 10:44 pm
by SpiderFighter
Hey Eds, could I bug you for one more feature, please? As my dungeon grows, I'm finding it difficult to keep track of secrets. Would it be possible to add a column that features # of secrets per floor? That would also make it easier to let others know where thy are (as opposed to LoG, which only tells the player the total in-game) without having to keep track manually.

Many thanks for looking!

Re: [TOOL] Custom Dungeon Analyzer

Posted: Mon Oct 15, 2012 11:02 pm
by Komag
Ah yes, that would be a nice addition!