I have often wished that someone else could add different map mods to my savegame folder so that I could play a game not knowing what was coming. Then I realized that this could be a relatively easy task for a script written to randomly select from different map mods and store them in a savegame folder.
The map mods could be relatively simple (such as changing the locations of loot, NPCs or enemies) or they could be significant landscape changes.
Each time you ran the script it would generate a different combination of maps in the savegame folder. This would restore some of the enjoyment of exploration and adventure that we first experienced with Eschalon.
I can contribute to the map mods but someone with better scripting skills is needed to write the script.
Anyone interested?
Bringing back the fun of exploration to Eschalon
- BasiliskWrangler
- Site Admin
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Re: Bringing back the fun of exploration to Eschalon
Honestly, I've always wondered why someone (who has more free time than me) hasn't come up with a script to generate random dungeons for Eschalon (1,2 or 3). Seems like it would be fairly simple to say you want a dungeon X by Y in size with a difficulty of Z, and have a script generate a dungeon with chests, monsters, traps, and locked doors, randomly deposited keys and treasure, etc.
As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.
If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.
If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
- Kreador Freeaxe
- Major General
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- Joined: April 26th, 2008, 3:44 pm
Re: Bringing back the fun of exploration to Eschalon
This would be a lot of fun, actually. Almost a rogue-like mod on top of Eschalon. I could see someone creating a randomly generated dungeon where each level ramps up the difficulty. See how deep you can go before you have to turn back.BasiliskWrangler wrote:Honestly, I've always wondered why someone (who has more free time than me) hasn't come up with a script to generate random dungeons for Eschalon (1,2 or 3). Seems like it would be fairly simple to say you want a dungeon X by Y in size with a difficulty of Z, and have a script generate a dungeon with chests, monsters, traps, and locked doors, randomly deposited keys and treasure, etc.
As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.
If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
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Kill 'em all, let the sysadmin sort 'em out.
Kill 'em all, let the sysadmin sort 'em out.
- SpottedShroom
- Captain Magnate
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Re: Bringing back the fun of exploration to Eschalon
I thought about doing this for a while. Most of what you need already exists in the map editor code, but would need to be abstracted out a bit to be useful.BasiliskWrangler wrote:Honestly, I've always wondered why someone (who has more free time than me) hasn't come up with a script to generate random dungeons for Eschalon (1,2 or 3). Seems like it would be fairly simple to say you want a dungeon X by Y in size with a difficulty of Z, and have a script generate a dungeon with chests, monsters, traps, and locked doors, randomly deposited keys and treasure, etc.
As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.
If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
- SpottedShroom
- Captain Magnate
- Posts: 1372
- Joined: June 4th, 2010, 6:18 pm
Re: Bringing back the fun of exploration to Eschalon
I never said I was going to write a random dungeon generator, just that most of the functionality you would need is already present in the editor code.