Inspiring procedurally generated towns

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+Colibri
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Inspiring procedurally generated towns

Post by +Colibri »

Procedurally generated towns
https://itch.io/queue/c/968650/cartogra ... id=1281508

And dungeons... :lookingout:
https://itch.io/queue/c/968650/cartogra ... osition=23

A man can dream... someday I hope.
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Durocius
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Re: Inspiring procedurally generated towns

Post by Durocius »

Looks cool. The dungeon reminds me of Khaldun(a great prospect for a quest/storyline) already in place.
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Wil
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Re: Inspiring procedurally generated towns

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Deorum
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Re: Inspiring procedurally generated towns

Post by Deorum »

Does this mean Touria and Elysium are coming finally? :lool:
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Cerrera
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Re: Inspiring procedurally generated towns

Post by Cerrera »

Wil wrote:
Fri Nov 04, 2022 9:50 pm
https://www.youtube.com/watch?v=5C3mvRm0aOY
Hahaha Npc man, nice analogy.
+Colibri wrote:
Fri Nov 04, 2022 4:11 pm
Procedurally generated towns
https://itch.io/queue/c/968650/cartogra ... id=1281508

And dungeons... :lookingout:
https://itch.io/queue/c/968650/cartogra ... osition=23

A man can dream... someday I hope.
Suppose this would go in contradiction with this way --- quote - The way I see things moving forward from now on, is in three ways:
- Creating and cultivating an environment in which anyone can create their own event or dungeon, this is going to start very small and grow gradually, guided by polls or voting on various ideas/requests on how it could be improved. Of course, any such event would be funded by the hosts, so think of it as an extension and upgrade to the kinds of player-hosted events you already see on Excelsior. Or how some players make city-like places with their houses and equip it with all sorts of nice addons and NPCs - like that, but with more abilities.
But it has some advantages, no need to deal with human factor. And think how to make it possible, if it even is doable.
Last edited by Cerrera on Sat Nov 05, 2022 4:41 pm, edited 2 times in total.
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Cerrera
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Re: Inspiring procedurally generated towns

Post by Cerrera »

Deorum wrote:
Sat Nov 05, 2022 12:48 pm
Does this mean Touria and Elysium are coming finally? :lool:
Yea, i started to think that project is closed, or at least cancelled to unknown date.
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Wil
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Re: Inspiring procedurally generated towns

Post by Wil »

+Colibri wrote:
Sun Aug 07, 2022 4:45 pm
- Creating and cultivating an environment in which anyone can create their own event or dungeon,
Yeah, I was thinking about this. If you're serious about user-generated content +C, then I suggest prioritizing:

1. Enhance the yard wand to include all (or as many as practical) of the elements available in the custom house tool. Especially common floors and walls. The tool has 24 floor types but is missing all of the default house floors. It irritatingly has all of the tiles needed to make cool looking dirt paths except for the center tile! And of course it has no walls at all.

2. Improve the custom house tool. The tool has a lot of incomplete sets where there are like 9 of the 10 tiles needed to build something. That one corner piece just isn't in the set. In particular, it's missing the tiles you'd need to build the crenellations seen atop standard houses like the tower, keep and castle.

3. Improve the "barkeep" NPC. IIRC, the barkeep contract lets you place a wide variety of classes of NPCs that... basically do nothing. Rangers, bards, fishermen, from what I've ready they're supposed to support user-made quests by responding to key phrases and handing out user-generated quest items in response to key phrases. But they're not completely customizable and a lot of the functionality is missing.

4. Improve the house move process to move the nearby owned yard wand items at the same time.

We have all the functionality here for users to build above and underground cities and dungeons out of house customizations. We saw the possibilities with the recent maze event. We're really just missing a bunch of the simple components.
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arrow
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Re: Inspiring procedurally generated towns

Post by arrow »

My favorite dungeon I've personally built on a server that no longer exists :(
https://www.youtube.com/watch?v=jF0FL8pqA-0
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+Colibri
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Re: Inspiring procedurally generated towns

Post by +Colibri »

Wil, yeah these improvements would also be in the same general direction. I'm worried that these small fixes to old code are kind of waste of time, although there are some yard wand improvements/recode that will be necessary sooner or later, might as well prioritize them. The maze event was a great inspiration (like these random dungeons) to work towards that.
These youtube medieval/rpg videos are really funny :)

Arrow, looks nice!
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