The Labyrinth · Legacy archive
Not completely dead... it's only mostly dead
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Not completely dead... it's only mostly dead
#1I 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. -
Not completely dead... it's only mostly dead
#2Ignore 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.) -
Not completely dead... it's only mostly dead
#3Storing for possible later use:
http://frix.fri.utc.sk/~manfred/rpg/haggle.htm -
Not completely dead... it's only mostly dead
#4My god, there's a dead horse in the street and people are still beating it! -
Not completely dead... it's only mostly dead
#5Bah! You think they're still beating it? I'm PROGRAMMING it! =P