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#1
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Is it still in the game the idea of some little dungeon randomizations on some underground level? I have read about it on a old interview but this is not written on game features.
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#2
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It hasn't been confirmed yet. Last thing I know is that they did want to implement it, but were still looking at the technical implementations.
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#3
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The thing is, doing randomly generated dungeons right is a hard thing. If you don't do it right, the levels will feel like a puzzle built from pieces that just don't match each other.
In a well done random dungeon it is impossible to tell where one piece ends, and the next one starts. The more handcrafted it feels, the better it is. So unless the developers are willing to invest a decisive amount of time into implementing a random generation engine that makes levels that just feel right, it's probably better do abandon the idea completely. No random dungeons at all might be better than some half-baked ones. |
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We're still hoping to add randomized dungeons. Rhis did little preliminary work with test-peices a while back that seemed promising but we didn't have real underground art at the time and other art was higher priority. So, undergrounds were put on the back-burner for a while.
In the last week we've started working on underground art. In the next month or so we should have two first-pass undergrounds finished and then Rhis will be able to take the next step in the development of randomization tech. Well, as soon as he finished the new quest UI system that is! ![]() I think the level of quality we're able to achieve in our randomization will determine how prominent randomized dungeons are in the game or whether we use the tech at all. It is certainly something I believe we could do very well given enough time and money but we'll have to see how far we can get with the limited resources available. |
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#5
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Quote:
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#6
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Must be such a fun job for Rhis designing the dungeons/underground art etc but also quite daunting since generally when people think of arpg's (hackNslash), Dungeons are among the first things that come to mind.
I'm 110% positive Rhis and the rest of Crate will do an excellent job with this major area of the game I especially loved the more unique additons to the tombs and dungeons in TQ such as the sand seeping through the cracks in the 'ceiling'...pure awesome! One last thing, I hope to encounter alot more Traps! heha the Sepulchre 'trigger traps' were kool I just hope to see not necessarily more elaborate ones but perhaps more variety :J
__________________
Grim Dawn supporter & promoter! ...all the way from New Zealand ^^ |
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Design? Art? Some of us have real jobs to do here!
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#8
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__________________
latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums |
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#9
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Randomization is a though work.
Just remember Loki. Those random dungeons were a disaster. |
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#10
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What was random about them? o,O
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| Tags |
| maps, traps |
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