Randomize entity spawn !

PipiPipi Join Date: 2009-12-09 Member: 69550Members
<div class="IPBDescription">just another idea</div>I was thinking about this right now as I was building a "cargo storage" room for my map and it seems not many games use things like procedural or randomized generation of items, maps, etc.

One thing that I think would be great for the game is to be able to 'flag' on or off an entity (mostlty props) like barrels, crates, tools, in the editor so that they can be randomized at the beginning of every game. Either they are spawned or not. That could also work with breakable doors or even weldable doors.. stuff like that. Actually it could be added to many things to be "on" or "off, just by randomizing every items that are flaged at the beginning of a game.

Comments

  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    You even used the word idea. There is a wole forum dedicated to that word! Moved :P
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    woops! sorry about that
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Just clearly document the following:
    1) % chance of spawn
    2) if a spawn relies on another spawn (i.e. there's a 50% chance this box spawns, but only if there's that box beneath me so it's not floating in midair)
  • LachdananLachdanan Join Date: 2003-06-04 Member: 16995Members, Constellation, Reinforced - Onos
    I like this, adds to replayability of a map.

    I currently plan to include 3 Readyroom-Buttons in my hopefully sometime finished map, wich change the shape and strategy of the map, ex: Lava in DoubleRes, broken-ground corridors to a hiveroom, a closed door.

    I think once the players get used to variating-map-strategys, they will accept it for league-games too.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744776:date=Dec 24 2009, 12:55 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Dec 24 2009, 12:55 AM) <a href="index.php?act=findpost&pid=1744776"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just clearly document the following:
    1) % chance of spawn
    2) if a spawn relies on another spawn (i.e. there's a 50% chance this box spawns, but only if there's that box beneath me so it's not floating in midair)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well there is a physic algorythm in the engine so if a barrel spawns in mid air it will fall on its side or something and still be randomly placed .. unless it is visible from the marine or alien start at the beginning of a game. A % of chance is a bit superfluous but it is really easy to program too so I guess it could be added.

    All this is up to the developers and it would surely be far bottom on their priority list. :D
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    I don't see a way this couldn't be possible with the scripting system. Native support, not so sure.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1744834:date=Dec 25 2009, 12:20 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 25 2009, 12:20 PM) <a href="index.php?act=findpost&pid=1744834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't see a way this couldn't be possible with the scripting system. Native support, not so sure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Giving mappers decent scripting options would be great. Elements depending on each other could allow mappers to create somewhat balanced and yet randomized starting setups.

    For example in NS1 terms the a badly positioned starting hive could be balanced by better vent routing, some OCs or even an extra node right when the map starts. Of course balancing the game with such features is difficult, but it still gives mappers a lot more options for fighting off the problems of gameplay.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    i dont see how randomly spawning barrels and crates will add much. maybe if corridors/doors were sealed off, but then it would be a pain to balance for every possibility
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744883:date=Dec 26 2009, 05:26 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Dec 26 2009, 05:26 AM) <a href="index.php?act=findpost&pid=1744883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i dont see how randomly spawning barrels and crates will add much. maybe if corridors/doors were sealed off, but then it would be a pain to balance for every possibility<!--QuoteEnd--></div><!--QuoteEEnd-->

    It is not supposed to add much either .. but it adds to all the immersive feelings. Although, if they'd consider applying it to, for example, breakable doors so let say, an onos doesn't have to take time to break the door since it's not there (at least the doors wouldn't but the frame still) or other things like lights.

    It could change a bit the gameplay without unbalancing the whole thing, the mapper would have to judge what to randomize and what not.
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