What do you mean by procedurally generating mobs? Because that is quite vague, in my mind at least.
Will be used for generating mobs of enemies for an RPG type map. Mob type, location, composition, territory, etc will be selected and balanced on some factors {Average hero level, Max hero level, Region, Surrounding mobs} and whatever other factors are suggested.
Reducing workload should never be the reason for randomizing elements of a game; it should only be used to offer variety to the player.
Look at Diablo and Diablo 2 for how to pull this off well; you need Unique monsters, for instance, to keep it interesting. Cool layouts are also very nice.
@DarkRevenantX: Go
It is good practice to proceduralize anything you're going to do more than once.
And obviously it will be providing more variety for the player. o.o Mob unit types: {Mob member, Mob leader, Miniboss, Boss} Mob unit roles: {Melee, Ranged, Healer, Spell caster}
And it may or may not reduce workload, that's not really the point.
Well, now I know what you'd be doing, I would suggest making something like the Borderlands gun system for your weapons (if possible). If you've never played Borderlands, the gun system used like 15 gun types and like 12 different gun part types, and like 10 different parts for ever gun part type. Which in all was like 1800 different combinations.
EDIT:
In actuality there were more like 12 gun types 10 different gun part types, and 5 parts per gun part type which means there were around 600 gun possibilities (or if my math is off, more)
RPG maps are cripplingly limited imo due to the lack of replayability due to their static nature.
Randomness! Yesh, RPG less sucky now.Go for it ;)
However, worth having a fixed spine to give that random flesh shape, as DarkRevanentX alluded to.
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Well,
I'm going to be starting a project for procedurally generating mobs, forests, etc. Can anyone else think of something that would be nice to add?
Open to all ideas.
@crutex: Go
What do you mean by procedurally generating mobs? Because that is quite vague, in my mind at least.
Will be used for generating mobs of enemies for an RPG type map. Mob type, location, composition, territory, etc will be selected and balanced on some factors {Average hero level, Max hero level, Region, Surrounding mobs} and whatever other factors are suggested.
Now I get it, so you're making a system that will automatically randomize your RPG?
Ya it will give some randomness to it and also make it easier to make new areas. More work now = Faster work later xD
Reducing workload should never be the reason for randomizing elements of a game; it should only be used to offer variety to the player.
Look at Diablo and Diablo 2 for how to pull this off well; you need Unique monsters, for instance, to keep it interesting. Cool layouts are also very nice.
@DarkRevenantX: Go It is good practice to proceduralize anything you're going to do more than once. And obviously it will be providing more variety for the player. o.o Mob unit types: {Mob member, Mob leader, Miniboss, Boss} Mob unit roles: {Melee, Ranged, Healer, Spell caster}
And it may or may not reduce workload, that's not really the point.
Well, now I know what you'd be doing, I would suggest making something like the Borderlands gun system for your weapons (if possible). If you've never played Borderlands, the gun system used like 15 gun types and like 12 different gun part types, and like 10 different parts for ever gun part type. Which in all was like 1800 different combinations.
EDIT: In actuality there were more like 12 gun types 10 different gun part types, and 5 parts per gun part type which means there were around 600 gun possibilities (or if my math is off, more)