Showing posts with label Beta. Show all posts
Showing posts with label Beta. Show all posts

Wednesday, April 11, 2018

Dungeon Generator Update


"Oh, that's interesting."
"Kovath, every time you say that it means something horrible has happened."
"Sure, but it's not horrible for us. Look here, this lot took an extended rest break."
"So... they're finding the Trigers restful, are they?"
"That wizard definitely didn't need that leg for napping. Or all that blood. Or his spleen."
"The wandering monster table is a success, then!"
We've got a bevy of new features now available in the master version of the generator and more to come that I just had to tell you about.  Our code wizards have worked hard to add the following new features:

  1. Resolution adjustments.  The latest version lets you change the resolution to fit your VTT needs.  I suggest you generate a dungeon you are happy with, then adjust resolution.
  2. Doors.  Our doors can now be trapped, stuck, locked or hidden, or all four.  Check room descriptions for detailed door descriptions as well.  Some doors will be stone, others simple wood, still others ironbound wood.  More to come on this in future updates.
  3. Mana level and Sanctity level.  This happens both on a per dungeon and per room basis.  I've got players trudging around glumly in a low mana dungeon as we speak!
  4. Wandering Monsters.  The generator now kicks out a table of wandering monsters based on the monsters already present in the dungeon.  It uses a percentile system for now, but we'll be re-jiggering it to do all d6 in the future.
  5. Generosity.  I've felt for a while that generated treasure was a bit low, and each campaign can differ, so this is a tool to kick it up (or down) a notch. 
  6. Travel time: this is a new feature we're still testing out, but I thought you guys would like to see what we're chewing on.  The assumption is all the dungeons near here have been looted before and that more remote dungeons have richer loot. I'll do a separate blog post discussing assumptions and adjustments soon.
We've still got more features coming up soon like quests, rumors, debris, spell lists and more! Don't remember where to get the latest version?  Check out our tutorial here!  What features would you still like to see that we haven't discussed yet?

Thursday, January 25, 2018

An update on the generator front


"Kovath."
"Zarlazz?"
"What's this."
"What's what?"
"This inscription here above the dungeon entrance. 'cc7cf65'? Is that Elvish?"
"It's the version number."
"For the dungeon?"
"For the SYSTEM, Zarlazz."
"So what's new in this version of the system?"
"I don't know, nobody's writing the documentation."

If you haven't downloaded an updated copy of the dungeon generator in the last month or so, it's long past time to do so.  We've changed the name of the starting web page so I've updated the instructions accordingly.  I've also failed to let you guys know about some major feature upgrades since the first release, so let's take a moment to talk about those:

  • We now have what we call "pick and mix" rooms.  There's a 50/50 chance for a room to be labeled as such.  At present, the generator picks a threat level for the room (nuisance, fodder, worthy, boss or epic) then decides if it'll be a mixed room.  When that happens, the generator picks a monster adds some then picks another monster that fits within the budget for the threat level.  If there's still room it'll pick another monster in the budget and so on.
  • We've added per room lighting as well as overall dungeon lighting.
  • We've improved the way the seeding works.  Going forward, if you use the same name and same options for a dungeon it'll give you the same monsters.  We can't do this for treasure due to the way it's generated.
  • Much headway has been made on making the initial code we based this on more readable and usable for others who want to develop with it.
  • For boss and epic level encounters, there will always be treasure.
  • Monsters are no longer generated in rooms they don't fit in.  This doesn't prevent the dungeon from trying to put 8 monsters where only one fits.
  • Added a "Tight" density to dungeon layout.
So what's up and coming for the generator?
  • One of our near term goals is to add door descriptions to the room.  Eventually, we'd like to point out which rooms the doors lead to in order to remind GM's about who might be listening to nearby activity.
  • Wandering Monster tables.  This is a big deal in terms of encouraging players to keep moving at a decent clip and to keep them from resting all day after every fight.
We have some long term aspirations to give you tips/hints/rumors to drop in town, and quests to accomplish inside the dungeon and other interesting stuff.  This project is still in beta, so if you want to report bugs, give ideas or just basic feedback (positive or negative), communicate in the comments here, on the github page or on the SJ Games forums.  

Thursday, November 2, 2017

Beta Time!

"See, Zarlazz? We can easily manage a half-dozen dungeons at once like this--"
"Kovath."
"No more sitting in the middle of just one labyrinth, trying to murder four humans, a half-elf, and a dwarf--"
"KOVATH."
"You just push the buttons here and -- what?"
"How do you expect to keep the Demon From Between The Stars from eating all your Bugbears?"

We've gotten quite a bit done on our Dungeon Generator and I'm prepared to share it with you.  It's far from complete, (just check the issues tab on GitHub to see all the things we still intend to do) but it creates a dungeon filled with monsters now.  I'd love to get a little feedback on what it does do. If you see any issues, please let us know.

Instructions:
  • Go Github Page.
  • Click the big green "Clone or Download" button and then click download zip
  • Extract the zip somewhere
  • Open the index.html file
  • Start playing with the generator
Let us know what you think.  If you know Javascript and want to pitch in, we wouldn't mind the help.