Dungen
Post by: Snarky on October 10th, 2006 | Filed Under Games, ProgrammingBackground
Random Dungeon Generation (DunGen) stems from the thought that every dungeon should be different. If you're making an admin generate every dungeon, you're severely limited by the time of the admins. If you have 3 admins, all of whome work full time on the world that's about 120 hours per week. If a dungeon takes 3 hours to setup, test, and release, you can get 40 done per week. Pretty good! Oh, wait, admins can't spend all day making dungeons, they have to, you know, write new features, add new races, they can't be bothered with little things such as quests.
Solution?
So, how to fix that? We (Walraven) came up with the idea that our dungeons will be randomly generated. Meaning no one will have to spend any time making new dungeons. If we want to add 40 in one week, ok, type 'dungen 40' (this is a place marker meaning: some command generate 40 dungeons) and there you go.
It gets better. We're not going to need to login to type 'dungen 40', it'll just happen automagically. As it should in any game. This gives the game world a chance to evolve, without any admin interaction. This is exactly what I want from a game, complete and total freedom on the part of the world and players with the only interaction from admins coming in the form of new skills, etc.
Does it end there?
Nope! Once dungeons are generating correctly, and being propogated by monsters, we'll then have Random Quest Generation. Meaning, a peasant could run up to you and say "I just lost my family's ring in that mine over there! Won't you please save it?!" And you, being the noble hero you are, will run in, slay a thousand kobolds, and obtain that ring. Once you return the ring though, does it make sense for the peasant to just ask another hero to grab that ring? No! He's got his ring back, he should stay away from mines! Because of that, once a quest is done, its done. Forgotten and the peasant goes back to being a nice little farmer. Same with the dungeon, once it's beaten it is destroyed in some form (collapses in on itself is my favorite) and is never seen again.
Some may point out this would bring up an issue if we ever (some day) get a large player base. One might run out of quests, or dungeons. Due to a recent census that involved a ton of laughing, I don't think we'll be running out of mines anytime soon. And the quests can be generated on a scale equal to the amount used. It'll be automagic like the dungeons and we won't have to touch it.
All of the above leads to admins that can spend their days programming features, not dungeons, and whatever quests are imperitive for everyone to complete (noobie quests, training quests) can make sense for people to do multiple times, and have a lot more time put into them. And, I might add, this is something World of Warcraft can't have, as they always keep the same floor layouts for dungeons, buildings, etc. (Count them, I know of less than 10 unique layouts). Randomization is needed in the gaming community to keep things fresh.
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