Tuesday, March 25, 2008

Ideas...

Well here is an idea for you to steal so I can whine later. I have already started developing it so its not just a dream. Now see, there are many kinds of rpgs out there, but we can divide the map systems in two categories. We have the most common, the preset maps, those wonderful maps fully made by the hand of artists are great, people can travel in them, do stuff in them, and get familiar with them, so they can always come back and say, I know this place. But these kind of maps are limited, require time to make and in the end, they are explored several times and they get old. Then comes the random maps, here we can have unlimited fun, several variables can cause a virtually endless (A.K.A HUGE calculable number that we should not worry calculating). What happened with these kind of map is that you never know what you will get, you can never return to a place you like, and in the end, it starts becoming just random, the random feel that just tells you this is not virtually endless is just the same but moved around.
So my proposal is, lets break the barrier and dig deep into development, (lets forget how much ram it will eat each time you enter a new map), lets work with pseudo random (basically the current random is also pseudo random but I'm talking about a more controlled random). In this process we will ask the player were to go, the player can say anything that comes out of their head, and then our system starts to work.

Basically we need key words, your common regular chat AI has them, to affect the variables. Lets not say you want to go to a castle and end up in a cave. Below the keywords comes other types of processes (some of them already programed by the way) in which we will turn the entire string into numbers. We need to ensure that no matter how long the string or short, the same amount of numbers are extracted from the string. And once we have enough numbers that are pseudo random but come from that string, we can go and work with the carefully developing of the map, and several other objects, colors virtually everything we can add a variable to and fuck up the ram. no not really the process is simple we are creating the objects on the go after that it works as your regular game just with custom made objects.

Now picture this, by working on the lowest levels of programing and slowly building up is so we can do this, having total control of the output and what we will generate is a good idea, since that we can create custom walls, custom floors, with custom colors. But always following intelligence, not going and adding numbers everywhere. Processes of symmetry, of keeping patterns. Basically we build the patterns, and rules that will apply to create a unity, then we add styled effects and generate more artistic looking environments. Preset patterns are good guidelines to keep things in place, we don't want the extreme to look too extreme. So basically become an artist, and study yourself, then put those rules on code and let them freely interact and develop, the more deep you go the more different environments can exist(no more random generators that use the same walls for everything but a generator that generates the walls). If we want we can create textures and pretty much everything an artist does and fine tune it until allmost all maps are unique and beautiful.

now stick some sockets, some server and some other algorithms and we have something.

well that is for today I'm back to the code.

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