06-27-2018, 11:34 AM
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#3
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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:
- Control over dungeon size, shape, room sizes, room frequency (lots of rooms packed into a small space vs rooms scattered around), hallway squigglyness, number of dead-ends, staircases, general dungeon security level, monster difficulty.
- Hallways include height.
- Room dimensions, including height.
- Monster encounters keyed to party CER ("Combat Effectiveness Rating" - a starting party of four is usually in the 100-150 range).
- Wandering monster table, populated primarily from monsters found in the dungeon.
- Treasures keyed to encounter difficulty and overall dungeon CER (with option to produce completely random treasure using the DF8 treasure generator service, online)
- Concealed treasures.
- Doors with GURPS/DFRPG statistics for forcing open, picking, and breaking down. And shoving open, if they're particularly heavy.
- Secret or concealed doors
- Portcullises and how hard they are to lift.
- Traps (currently handled by references to published traps).
- Notes on general environmental conditions (Mana level, Sanctity, lighting).
- Odd dungeon features (misty or dangerous atmospheres, weird and magical pools and fountains - and mundane ones).
- Random dungeon junk in rooms to provide some colour and potentially interesting environments to interact with.
- Randomize travel time to the dungeon or select manually. Further dungeons have better loot, but burn more resources to get there and back again.
- Travel to the dungeon is in a stated Survival specialty (chosen randomly)
TODO:
- Traps in hallways and otherwise in specific hexes rather than nebulously in a room.
- Create random rumours about the dungeon to find in town.
- Create some quest hooks - provide McGuffins to recover, kidnapped NPCs, name particularly notorious monsters, generate bounties
- Generate some "exceptional" monsters with lenses or special abilities.
- Have the program create completely new traps keyed to party CER, and provide statistics to the GM
- Pit traps, and pits as an alternative to stairs to the next level. I love pit traps.
- More dungeon environmental conditions:
- What are the walls made of and how easy are they to climb?
- What are the floors made of, and do they impose any interesting effects on movement and combat?
- These have implications for PCs trying creative solutions, and are key factors for determining Natures Power for druids (not currently evaluated).
- Determine Natures Power level.
- Traps in specific room hexes and in hallways.
- "Setpiece" rooms and encounters - hand-crafted by a human to be guarenteed to make sense.
- More variable hallway widths, option to force a minimum of 2 yards or 3 yards.
- More coherent hallway digging algorithm (as an option; insane is also fun)
- option to create "flow" in the dungeon level, adjusting difficulty according to proximity to entrance/exit.
- match up stairs up/down to a "generate next floor" option
- option to regenerate a room, encounter, treasure, or trap if you don't like it
- Themed monster groups (with the option for totally insane monster groups too)
- Dungeons (or subsections of large dungeons) entirely populated on a selectable theme
- Cool hash-fill dungeon design
- put water on the map
- position dungeon junk on the map? (may never happen)
Last edited by Bruno; 06-27-2018 at 12:37 PM.
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