Bringing back the fun of exploration to Eschalon

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Travet46
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Bringing back the fun of exploration to Eschalon

Post by Travet46 » May 1st, 2015, 7:24 pm

I have often wished that someone else could add different map mods to my savegame folder so that I could play a game not knowing what was coming. Then I realized that this could be a relatively easy task for a script written to randomly select from different map mods and store them in a savegame folder.
The map mods could be relatively simple (such as changing the locations of loot, NPCs or enemies) or they could be significant landscape changes.
Each time you ran the script it would generate a different combination of maps in the savegame folder. This would restore some of the enjoyment of exploration and adventure that we first experienced with Eschalon.
I can contribute to the map mods but someone with better scripting skills is needed to write the script.
Anyone interested?

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BasiliskWrangler
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Re: Bringing back the fun of exploration to Eschalon

Post by BasiliskWrangler » May 2nd, 2015, 7:34 am

Honestly, I've always wondered why someone (who has more free time than me) hasn't come up with a script to generate random dungeons for Eschalon (1,2 or 3). Seems like it would be fairly simple to say you want a dungeon X by Y in size with a difficulty of Z, and have a script generate a dungeon with chests, monsters, traps, and locked doors, randomly deposited keys and treasure, etc.

As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.

If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
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Kreador Freeaxe
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Re: Bringing back the fun of exploration to Eschalon

Post by Kreador Freeaxe » May 2nd, 2015, 7:43 am

BasiliskWrangler wrote:Honestly, I've always wondered why someone (who has more free time than me) hasn't come up with a script to generate random dungeons for Eschalon (1,2 or 3). Seems like it would be fairly simple to say you want a dungeon X by Y in size with a difficulty of Z, and have a script generate a dungeon with chests, monsters, traps, and locked doors, randomly deposited keys and treasure, etc.

As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.

If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
This would be a lot of fun, actually. Almost a rogue-like mod on top of Eschalon. I could see someone creating a randomly generated dungeon where each level ramps up the difficulty. See how deep you can go before you have to turn back. :)
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SpottedShroom
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Re: Bringing back the fun of exploration to Eschalon

Post by SpottedShroom » May 12th, 2015, 4:16 pm

BasiliskWrangler wrote:Honestly, I've always wondered why someone (who has more free time than me) hasn't come up with a script to generate random dungeons for Eschalon (1,2 or 3). Seems like it would be fairly simple to say you want a dungeon X by Y in size with a difficulty of Z, and have a script generate a dungeon with chests, monsters, traps, and locked doors, randomly deposited keys and treasure, etc.

As for random maze generation, there are a ton of code examples online you could borrow from. The rest would be random & conditional statements to place objects.

If anyone wants to make this, I will supply all the needed data (object codes, map format, etc).
I thought about doing this for a while. Most of what you need already exists in the map editor code, but would need to be abstracted out a bit to be useful.

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SpottedShroom
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Re: Bringing back the fun of exploration to Eschalon

Post by SpottedShroom » June 5th, 2015, 10:49 am

I never said I was going to write a random dungeon generator, just that most of the functionality you would need is already present in the editor code.

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