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Messages - SwagMode

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Editor Discussion / Re: Procedurally Generated Puzzle
« on: November 04, 2014, 03:36:55 AM »
Wow... that's even starting to go outside the scope of what I had imagined. :P So basically, use prefabs to create groups of monsters, then randomize which group spawns? That actually solves a couple of problems I was having.

Any solution that requires repacking the campaign on each use is a no go for me. However, I would like a look at that python script. It can be a pain in the ass to break up monotonous backgrounds so they look less man-made.

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Editor Discussion / Question about buffs
« on: November 04, 2014, 03:30:20 AM »
I was looking into making an arena type map that spawns wave after wave of enemies. I was thinking of using buffs to scale monster stats instead of creating a new set of monsters for each increment. This brings me to my question, what stats can be modified by buffs? More specifically, can you change more than just damage and move speed?

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Editor Discussion / Re: Procedurally Generated Puzzle
« on: November 01, 2014, 11:42:27 PM »
Cool puzzles, and good lesson. I hadn't thought about just randomizing the starting state of the puzzle. I've been beating myself up randomizing the mechanics. I was going to be randomizing the spawns as well. I've been playing with using a single SpawnObject that gets run however many times I need by a loop, but that leaves the monsters in a line standing shoulder to shoulder. The only solution I could think of would be to call MoveAI nodes in between each spawn, but it feels clunky. Here's the dinky monster spawn room I've been tinkering with. Most recently, I was messing with weighted spawns. Ideally, this map is the start of a survival hero arena type map. I was thinking of using global buffs to scale the difficulty more dynamically at high levels.

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Editor Discussion / Procedurally Generated Puzzle
« on: October 31, 2014, 04:56:44 PM »
Making a map with as many random elements as I can (so I won't have too much foreknowledge when I play it). Here's what I have for the starting room. The loot needs to be balanced, but it's the puzzle that I'd like some help/feedback for. At the moment, each button is linked to up to 4 of the runes on the ground, and each secret is linked to up to 6 of the runes. When the map first loads, it randomly disables some of those links. My greatest desire would be to set up the randomization algorithm so that it's always possible to light the entire circle of runes. There is an extra reward for lighting the whole circle, but every time I've tested it so far I get unlucky and can't light them all.

I know the rooms are too large. My wife is designing the layout of everything and will be shrinking everything down now that we've been in-game and seen it's too big.

On an unrelated note, the dungeon1.xml file was 165KB before I started scripting. ;D

EDIT: Attached the whole campaign folder. Didn't think about how useless the xml was by itself.

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