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Is it Possible; A Procedurally Generated Dungeon?


Dudred

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Well, the Hearthfires add-on uses a series of action=reaction swaps of preconfigured assets: the CK shows all options in their overlapping locations, but your choices determine which elements are enabled (Kitchen vs Armory).

 

So you would have to have pre-built AND matching pieces (especially with the Cave parts, where certain pieces do not line up), all placed in their correct locations, then set up a script that decides which piece is Enabled and which pieces are Disabled.

 

If you haven't done so already, open up the CK and look at the exterior cells for the Hearthfires homes and see how the construction options are set up. It should give you more insight. Also look at the vanilla player home cells, and how the various options related to decorating your home compare with the undecorated version. See what all those LinkRef'd red Xs do, and how they do it.

 

By studying how it's put together, you should get a sense of what can be done, and a basis for improving on the vanilla methods.

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The biggest advantage of having each area as a separate worldspace is you don't have to match up the door or any other parts. The big disadvantage is the time required for the new worldspace to load when you open a new door. There is no reason not to include a counter to limit the number of areas - or a function to keep track of which area a door goes to once it is used. Or to even limit the area to interior areas.

 

How about a door deep underground that opens to the balcony of a tower high on a mountainside in some other part of the game exterior world?

 

Open a door and drop 10 feet - meaning you cannot use that way to get back out. And there are a dozen hungry skeevers in the room that you just dropped into the middle of.

 

But there is no reason that every door absolutely must go back to where it came from either. You step out of the cave onto the balcony, but when you go back through the door, instead of the cave, you are in a ruin. Going back through reverses the pattern - the door on the balcony is a transition between cave & ruin.

 

You limit the number of areas to say a dozen or so, then when the counter reaches the preset, the next door takes you to the goal of the maze - the treasure room, monster's lair, mages den ... or the exit. You could make it random both ways, or remember the way in to get back out ( chose the wrong door in a room and you are back in the random maze) - or have a shortcut back door from the goal - as is common in many of Skyrim's dungeons.

 

A table to decide some variables - if you are in room A and it has 3 doors, (you used one to get in so that one is known) then door 2 will take you to area B, D, K or J. While door 3 can go to B, R or T ( note the overlap, this can be used to steer the character into certain areas where you want them to go)

 

Lots of options here, I'm sure some are doable and some are not. :cool:

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