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Monday, December 1, 2014

New DunGen Release - Room editing that doesn't suck

Updated DunGen tonight and I'm very happy with the improvements.

It now has the dialog box room editor I've been meaning to get in there for awhile now. This will get expanded and improved now that it is basically in place. I anticipate adding name and contents re-rollers to the dialog box, and converting BR tags to line breaks in the textarea and back again for handier editing soon. With this editor in place as is, it rounds out the basic editability so that you can randomly generate a level and tweak the contents to your satisfaction, and save it for use later for another editing session or a game.

Other features hacked in yesterday for today's release include:

  •  A 1 in 6 chance of a room "oddity", a bit of color text. This will probably get a reformat from the idea sketch to real sentences next time around.
  • Expanded treasures - there can now be more than one kind of loot in a room, and more than one magic item, with more likelihood at higher dungeon levels and bigger treasures tending to have more magic items. This will get further tweaking, especially the addition of jewelry and other kinds of valuables to the basic coinage and gems currently in place.
  • The random monster list for the level starts out by rolling for one to three "common" monster types for the level. This list is used for approximately half of the monsters of the level. So you might get an orc dominated level or a spiders and goblins level, etc. This is my first pass at giving a level a bit more thematic unity.
  • Potions get real descriptions now, the first type of magic item to get a more detailed treatment. Some are ones I like from OD&D, others made up on the fly or dredged up from other memory. I left out some of the OD&D list, ending up with an idiosyncratic list of potions I think might be fun to use. Notably, I left out a lot of the control and recon potions, and added more bad potions that are more interesting than save or die poisons. I'll be working my way through the other types of items with a similar mix of standard and added items in each list.
  • Traps have a couple of experimental additions. One third get a spelled out disarm and one half have a trigger mentioned. Since all three tables are used randomly, some combinations will be inappropriate, as a simple floor pit for instance is unlikely to have a way to "disarm" it, but it would take a lot more sophistication in the code to evaluate sensible combinations so for now, this is one of those things where you edit out the silly combinations that you don't want to rationalize.
  • The dialog box plugin I used (bootbox) needed the Bootstrap CSS library, which meant some styling changes. It's a good foundation for improving the look of the page in general, when I start taking more time on that aspect later. And it will give me a bit of practice at using Bootstrap, something I've been meaning to do for awhile.
  • If you dig into the JavaScript, you'll come across the beginnings of wilderness node and edge randomization lists, currently lying fallow like the trap triggers and disarms were before. Eventually, I'll have a toggle to generate wilderness area maps. The next step is to do another set of tables for creatures and people encountered for the wilderness, which will add some things that I didn't include in the dungeon lists.  After that will come cities. Both will probably take some thought about structuring sensible combinations of nodes and edges, so cities get coherent "neighborhoods" and the wilderness gets ports with links by sea to islands and stuff like that.

1 comment:

  1. This is a pretty impressive pile of work you have been putting out, and I have been enjoying playing with each successive iteration. Thanks!