06-27-2018, 11:32 AM | #1 |
Join Date: Sep 2004
Location: Canada
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GURPS DF / DFRPG Random Dungeon Generator
Random Dungeon Generator
(This post is a stub) You can have a look at it online care of Celti https://dungeon.celti.name/ and care of Eric B. Smith http://gurpsland.no-ip.org/#Dungeon http://gurpsland.no-ip.org/Dungeon You can also download it to use offline on your home computer - the only software it requires is a web browser that can run javascript (currently, not really functional on mobile devices that I know of). Kyle Norton manages our blog at Dungeons on Automatic, which also covers reports from testing random dungeons, monster tokens specifically for DF for online play (or making "pog" style minis for tabletop play with a colour printer), and suchlike.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 06-27-2018 at 11:36 AM. |
06-27-2018, 11:33 AM | #2 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
WHAT THIS IS AND HOW TO USE IT:
A HTML/CSS/JavaScript based random dungeon generator for the Dungeon Fantasy RPG, and for GURPS (particularly the GURPS Dungeon Fantasy product line). This is intended as an entirely stand-alone and cross-platform application. It does not require web hosting and it does not require installation of a scripting environment or other special software. You can visit it at one of the web presences at https://dungeon.celti.name/ or http://gurpsland.no-ip.org/Dungeon, or you can run it at home! All you need is to download, unzip, and then open "index.html" in a relatively modern web-browser (I just can't support IE6, sorry). WHAT IT IS FOR: The primary intent is twofold:
The most obvious two issues when GMs design their own "dungeons" are forgetting about mana and sanctity levels (making spellcasters particularly powerful), and not providing a varied enough palette of challenges (resulting in one profession becoming "the best" or another profession becoming "the worst"). Individual GMs have their own blind spots - unintentionally doing something the same all the time. The dungeons generated may not make sense, but they definitely have variety - and even a silly random dungeon can remind you about dungeon details you usually forget. The extreme use-case for this app is "push button, receive dungeon, start playing by reading out what's on the paper". It is currently possible to operate this way, but the experience will have bizarre elements introduced by the random systems and be a bit lifeless. Consider taking 30 minutes to review the output and replacing unsuitable encounters and descriptions. Or come up with a story to explain the insanity!
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 06-27-2018 at 11:41 AM. |
06-27-2018, 11:34 AM | #3 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
WHAT IT DOES:
This app produces a dungeon map image with customizable resolution (suitable for printing or for online play on a virtual tabletop) and a formatted room-by-room key. Implemented Features:
TODO:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 06-27-2018 at 12:37 PM. |
06-27-2018, 11:35 AM | #4 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
CREDIT:
This project is significantly based on version 1.0.3 of the random dungeon generator created by drow (drow@bin.sh). We owe drow a significant debt of gratitude. Thank you for making this work possible by sharing your code. Drow specifically provided the bulk of the actual map making code, which we are elaborating on. Modifications and elaborations by Emily Smirle and Kyle Norton. Programming and data by Emily Smirle, Project Management and data by Kyle Norton. Code contributors include nasfarley88 and eggdropsoap. Pull requests are welcome! This project is licensed under Creative Commons BY-NC 3.0 GURPS is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games. This game aid is the original creation of Emily Smirle and Kyle Norton and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-27-2018, 11:44 AM | #5 | |||||
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
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What the Corridors setting controls is that likelyhood of continuing in a straight line... but it's still just digging blindly with no particular destination in mind, which means when it's "straight" it does march happily in a straight line... but it tends to spiral after hitting a barrier. Trim Deadends can help with this as those spirals are all dead ends, but it's only a bandaid over the issue. My current big project is providing an alternate corridor algorithm that actually works to connect rooms with some basic pathfinding logic (A*, oh how I love thee). This will result in a much higher proportion of tunnels that "seem to be going somewhere". I'll probably make the ratio between chaotic tunnels and lawful tunnels a tunable setting :) Quote:
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06-27-2018, 11:58 AM | #6 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS DF / DFRPG Random Dungeon Generator
This is absolutely amazing! I've mainly used random generators as a novelty toy so far, but I might even consider using this for a GM-less play. You could easily rotate GM duty by room if you want to preserve the challenge and have one party member be the designated torch bearer.
CER might not be perfect, but neither are all the other balancing systems devised for games. The only suggestion I have is to add metric room descriptions as an option. 90 x 90 feet is still not intuitive for us Europeans, especially when we don't play that other game (tm) and are thankful for GURPS' affinity to yards.
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My GURPS and mapmaking blog: The Blind Mapmaker |
06-27-2018, 12:33 PM | #7 | ||
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
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As a Canadian, I sympathize. I'll look into it; it's all in Yards internally, so following the SJG standard of 1 yard = 1 meter is doable.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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06-27-2018, 01:35 PM | #8 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS DF / DFRPG Random Dungeon Generator
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The 90% width fix just winds up shrinking all maps down, losing ~20% of the possible printable image area unnecessarily.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 06-27-2018 at 01:40 PM. |
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06-27-2018, 02:00 PM | #9 |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
I don't do dungeon crawls but I love a good procedural generation tool. This looks really good, I've been playing around with it for 20min now :) Good job!
How do GM typically handle fog of war in play? Do they just draw corridors on the go, as players progress, while referring to the complete printed dungeon behind their GM screen, or is there some more clever/less error prone way? Also, it raised a vaguely unrelated question: 1-hex-wide corridors end up have alternating hex/2-hex-halves, and I although I've been playing with GURPS for a long time, I'm ashamed that I have no idea how the rules handle that? (common sense would indicate characters would just go forward and alternatively occupy overlapping hexes, but I don't know what RAW say?) |
06-27-2018, 02:21 PM | #10 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
When I play online, I make use of MapTools' great vision blocking and fog-of-war tools, which require a little bit of preparation for lots of payoff (in my opinion).
When we play on the table, I generally draw it in with dry erase markers as the group progresses - but with exceptions. Sometimes I prepare a large map wiht lots of details, and I preprint it (and tape the pages together) because I don't particularly feel like replicating it by hand. I've covered up parts with paper, but if it's mostly a large open area or outdoor, I often just plonk the map down. My face-to-face group are all GMs (we rotate the duties) and are good at firewalling information.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
Tags |
dungeon fantasy, dungeons, random dungeon, utility |
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