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Dreams Logic Projects

Archive: 20 posts


Without knowing all the logic in Dreams and the setting on that logic, it's difficult to consider the exact solution so I thought it would be fun to start talking about solutions to problems and how we'd go about solving them.

So, it's time to bring this forum to life again. LET'S DO THIS.

Here's an idea I had for a random dungeon generator. It took some turns and still isn't perfect but I think it's workable with tweaks. I don't think you can emit exits so that was one of the things I had to compensate for. It's rough and ready but something for me to think about until the beta hits. My main focus will be animations but I find this sort of thing fun:

1: Place down exit as the starting point
1a: Take 6 pieces: A square, a square with one exit, a crossroads, a round room, a corridor, square/circle with teleport location logic. (all within the same grid size)
2: Place two tags on each exit of all shapes (red/blue).
3: Save each shape into an array of 6 emitters which are set above the grid on a platform.
3a: Put two dephysicalised pieces of material either side of that platform, leading down into the grid and place followers on both for red/blue tags.
3b: At the bottom of those two dephysicalised pieces, place a cross piece with a raytracer on it.
3c: Check for solid surface ahead. Also use this to rotate the emitters so they face an opening before emitting.
3d: If solid wall detected, emit square/circle.
4: Attach each emitter to a randomiser, setting the most common pieces (corridor, crossroads and square with exit) to emit more often. Set the round room and the square as the rarest emitted object. Add timer to the emitter logic to end when no more tags are available. When only one tag left, emit square/circle with teleport logic.
5: Launch project dungeon generator at the exit point.
6: Exit to a blank location and pause for the next dungeon to be rendered
7: On finishing, teleport to start location.
2018-10-23 15:08:00

Author:
GribbleGrunger
Posts: 3910


Not bad, I like this idea of endless randomly generated dungeons.2018-10-23 17:57:00

Author:
mdkd99
Posts: 1172


Not bad, I like this idea of endless randomly generated dungeons.

Of course there's going to be many tweaks necessary for it to function perfectly but I think the base idea is sound.
2018-10-23 18:18:00

Author:
GribbleGrunger
Posts: 3910


Yeah the base idea is solid. Have you played that level from LittleBigPlaye? He made something like that in LBP.2018-10-23 18:36:00

Author:
mdkd99
Posts: 1172


Yeah the base idea is solid. Have you played that level from LittleBigPlaye? He made something like that in LBP.

I changed it to run backwards to the entrance instead of emitting the exit last because I wasn't sure you could emit an exit but ...

You may be able to do that:

https://twitter.com/Peter__Field/status/1054770360795754496

And no, I haven't played that level in LBP.
2018-10-23 18:39:00

Author:
GribbleGrunger
Posts: 3910


I would be kind of surprised if you couldn't emit an exit, but it shouldn't really affect random generation as you would just flip it like you said. The only thing that would create problems is if you couldn't post create the entrance OR exit. But considering that either one you could just teleport to similar look room that contains the exit/entrance that links back to the dungeon, I don't see a problem with implementing this.2018-10-23 22:38:00

Author:
koltonaugust
Posts: 1382


I would be kind of surprised if you couldn't emit an exit, but it shouldn't really affect random generation as you would just flip it like you said. The only thing that would create problems is if you couldn't post create the entrance OR exit. But considering that either one you could just teleport to similar look room that contains the exit/entrance that links back to the dungeon, I don't see a problem with implementing this.

Yeah, I think the only way it would be a problem is if there were more than one exits, which wouldn't be the case here. If it turns out you can't emit an exit, I'd just have to do it backwards as I've said and then create how many linking levels I need + exit/entrance. As I said, I could just blank the screen (or do something fancier) while the maze was being created, and then teleport to the start.
2018-10-24 01:43:00

Author:
GribbleGrunger
Posts: 3910


Well the other thing I can think of that definitely is in the game, is a remote trigger of the exit (by exit you do mean the level exit right? I'm assuming you're level exit would link back to itself?)2018-10-24 04:13:00

Author:
koltonaugust
Posts: 1382


Well the other thing I can think of that definitely is in the game, is a remote trigger of the exit (by exit you do mean the level exit right? I'm assuming you're level exit would link back to itself?)

You know what, I'd not actually considered that. I'm not sure you can level link back to the same level but that wouldn't matter. This makes everything so much easier. If I'm going to blank out the screen while it forms the dungeon and teleport to the start, I might as well do that within the same level. If I want to limit the levels and not make them infinite, all I have to do is put a counter on the teleporter.
2018-10-24 06:20:00

Author:
GribbleGrunger
Posts: 3910


Not really sure I grasp entirely what you want to do, but I'm glad I could help XD! Looking forward to seeing your creations in dreams2018-10-24 06:53:00

Author:
koltonaugust
Posts: 1382


Not really sure I grasp entirely what you want to do, but I'm glad I could help XD! Looking forward to seeing your creations in dreams

Thanks. But this thread was supposed to be for other people to put their ideas forward too! Feel free to contribute
2018-10-24 13:49:00

Author:
GribbleGrunger
Posts: 3910


Alright. I think in Dreams I am going to make at least 1 Battle with Zombies level. After that I will make some story driven content.

For Battle with Zombies I will try to recreate most of the logic and maybe instead of a TopDown Shooter it will be a FPS. I mean, it's possible in Dreams, but I think it's going to be more like a spinoff.
2018-10-24 16:47:00

Author:
mdkd99
Posts: 1172


Alright. I think in Dreams I am going to make at least 1 Battle with Zombies level. After that I will make some story driven content.

For Battle with Zombies I will try to recreate most of the logic and maybe instead of a TopDown Shooter it will be a FPS. I mean, it's possible in Dreams, but I think it's going to be more like a spinoff.

... And how would that logic look in Dreams?
2018-10-24 17:22:00

Author:
GribbleGrunger
Posts: 3910


Player logic has 5 weapons, 5 skills with 3 states, health points logic, movement logic that includes basic XZ movement and Y movement with jumping.

Shop will have logic for buying items and the menu will have settings.
2018-10-24 20:42:00

Author:
mdkd99
Posts: 1172


I'm hoping to create my RPGP level if the small amount I'm doing now feels nice in LBP3. If not, I'd probably do something creepy, but not horror. Maybe along the lines of limbo/little nightmares but not that gameplay as I don't like it. Either that or go back to the LBPV RPGP concept and flesh it out in Dreams.2018-10-25 06:21:00

Author:
koltonaugust
Posts: 1382


If there is memorizer technology in Dreams an RPG with choices is possible. So I'd be happy to play something like that.2018-10-25 11:22:00

Author:
mdkd99
Posts: 1172


If there is memorizer technology in Dreams an RPG with choices is possible. So I'd be happy to play something like that.

There is but it's better.
2018-10-25 22:07:00

Author:
GribbleGrunger
Posts: 3910


They've constantly referred to global variables when talking about saving. I'm sure there's other things, but that at least will transfer between dreams and be there when you get back. I'd be surprised if there wasn't a state saver of sorts that just let's you hop back in as well without all the logic.2018-10-26 02:19:00

Author:
koltonaugust
Posts: 1382


I heard in many streams that something like a memorizer is not available, but in new streams MM said that technology like that exists in Dreams and can be used. Maybe they added it in after some feedback.

This technology will be very useful for many creators. I'm glad they added it.
2018-10-26 05:01:00

Author:
mdkd99
Posts: 1172


I heard in many streams that something like a memorizer is not available, but in new streams MM said that technology like that exists in Dreams and can be used. Maybe they added it in after some feedback.

This technology will be very useful for many creators. I'm glad they added it.

It won't be something they've added. MM know it's integral to making RPGs and other games of that sort:

On the Variable Gadget:

https://twitter.com/monsterplant/status/1049716789360414720

https://twitter.com/monsterplant/status/1052475620653969408

- - - - - - - - - -

I'll put this here because it is to do with logic and methods:

https://twitter.com/TheToddBaker/status/1055801269670084609
2018-10-26 16:13:00

Author:
GribbleGrunger
Posts: 3910


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