Idea for a new dungeon.
Posted: Tue Jun 24, 2008 8:10 am
I mess around with modding games here and there; I've done a lot with Super Metroid for the SNES, I've unsuccessfully played around with Diablo II's engine, and I've built a few crappy games in gamemaker, among a few other things. In hindsight, I think my poorest skill in game modding is probably level design. I either try to do one thing well and end up botching everything else, or I lose enthusiasm. Programming or debugging an engine is another thing altogether though. I don't lose interest quite as fast, possibly because it's more of a flexing of the problem solving muscle than of the art muscle.
Lately, a Linux-head friend of mine got me hooked on NetHack. I can't really explain what I love so much about it, but it's the same pleasure I got from Dungeon Master on my first playthrough, and then from Chaos Strikes Back, and then from Conflux III. You never know what's lurking behind that corner, you don't know what this item will do, etc.
All of that being said...
I think I've thought of a potential project. I love Dungeon Master, but I build poor dungeons. I like NetHack's UI enough to love the game, but I love Dungeon Master's UI so much more.
Here's my idea, what if I attempted to implement something much like Nethack or Rogue in Dungeon Master's UI? I think I wouldn't go for a complete conversion, but I'd try to preserve the feeling. The lack of saving, the danger from so many things, and the randomly generated dungeons are a must.
So, I have a few questions:
What engine do you think I should use? I might just go from scratch or edit the original DM. In the end, I'll probably go with whichever one has more documentation on, or flexibility within its engine.
How do randomly generated dungeons work, anyways? I remember seeing a ROMhack of Super Mario Brothers that randomly propagated tiles everywhere, and many of the levels end up being unbeatable. Are there a bunch of level segments that are pieced together by the game on demand, or something more sophisticated?
What are the engines I have to choose from programmed in? DM Java is Java I take it. The originals are probably in ASM. RTC is probably a compiled HLL type thing... Except for markup, all of my experience is in ASM. I've never had much reason to learn a HLL, but I could probably pick one up if I need to.
Any other things you may want to mention?
...and I wouldn't want to do a DM style frontend for NetHack.
Lately, a Linux-head friend of mine got me hooked on NetHack. I can't really explain what I love so much about it, but it's the same pleasure I got from Dungeon Master on my first playthrough, and then from Chaos Strikes Back, and then from Conflux III. You never know what's lurking behind that corner, you don't know what this item will do, etc.
All of that being said...
I think I've thought of a potential project. I love Dungeon Master, but I build poor dungeons. I like NetHack's UI enough to love the game, but I love Dungeon Master's UI so much more.
Here's my idea, what if I attempted to implement something much like Nethack or Rogue in Dungeon Master's UI? I think I wouldn't go for a complete conversion, but I'd try to preserve the feeling. The lack of saving, the danger from so many things, and the randomly generated dungeons are a must.
So, I have a few questions:
What engine do you think I should use? I might just go from scratch or edit the original DM. In the end, I'll probably go with whichever one has more documentation on, or flexibility within its engine.
How do randomly generated dungeons work, anyways? I remember seeing a ROMhack of Super Mario Brothers that randomly propagated tiles everywhere, and many of the levels end up being unbeatable. Are there a bunch of level segments that are pieced together by the game on demand, or something more sophisticated?
What are the engines I have to choose from programmed in? DM Java is Java I take it. The originals are probably in ASM. RTC is probably a compiled HLL type thing... Except for markup, all of my experience is in ASM. I've never had much reason to learn a HLL, but I could probably pick one up if I need to.
Any other things you may want to mention?
...and I wouldn't want to do a DM style frontend for NetHack.