The Labyrinth · Legacy archive

Not completely dead... it's only mostly dead

Started by MoonHunter Dec 16, 2004 5 posts Locked

  1. Not completely dead... it's only mostly dead

    #1
    I had a thought on how to do this auto running dungeon which would be unique for each person that is going through it. Text would work best, but the basic mechanics would be applicable.

    The labrynth would be a challange that emerges from the fog of the cave, never the same way twice. The Master of the Games unleashes you into the Labrynth to see how well you do - it is a Contest of Champions.

    0) Simple, simple game system. Without a GM, if it goes beyond your standard roll a die+number vs target (usually opponent's die+number) to resolve everything, it become pointless.

    1) We need approximately 140 basic rooms, with 1-4 exits (N/E/S/W). They will include dumped flavor text, and a conflict (monster, trap, simple puzzle).

    2) We need a few dozen corridors. Most of which will just flavor text. Some will have traps and monsters.

    3) The rooms would be sorted by those with a S/W/N/E exits. This would create approximately 4 lists of 100 names. The list would need to be rated by danger, lower number rooms being less dangerous than higher number rooms.

    4) The number of rooms you have visited generates a modifier
    We can then add supranumbers rooms, things that can only be achieved by being in the Labrynth for way too long.

    5) Supranumbered rooms can be special or can re-direct you to another special list (that list representing a small special section of the Labrynth).

    6) So what we would really need is a random number function, possibly with a linked room. So when you click the (go West button), it would take you to corridor, then would roll up a room.
  2. Not completely dead... it's only mostly dead

    #2
    Ignore this. Just a few ideas for the start.


    Data Analysis: Moving it:

    room / corridor

    Name (GM visible)
    Description
    Danger Rating (0-Empty, 1- something, ..., 100- ten-headed chaos dragon, etc.)
    ?Theme (resurrect the theme variant?)
    Exits - 4 char text (like NESW, or N_S_, or NE_W, etc)

    +Contents (traps, items, monster, puzzles, ...)


    Player/Game Memory

    player
    ?stats+Skills
    Name
    Danger Rating

    dungeon
    RoomID
    North
    West
    South
    East (all point to neighbours, or nowhere if unknown/no exit)

    (will be flushed at game start and end, possibly at other times for maintance)


    Picking a new room
    1. has proper entry (NWSE)
    2. has a rating lower or equal to the player's Danger Rating
    3. was not yet visited by the player
    4. pick randomly; the function should prefer higher numbers

    (Consider what to do if the picking function fails at any point.)
  3. Not completely dead... it's only mostly dead

    #3
    Storing for possible later use:

    http://frix.fri.utc.sk/~manfred/rpg/haggle.htm
  4. Not completely dead... it's only mostly dead

    #4
    My god, there's a dead horse in the street and people are still beating it!
  5. Not completely dead... it's only mostly dead

    #5
    Bah! You think they're still beating it? I'm PROGRAMMING it! =P

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