Wilderness Adventuring

by calbert 2/8/2008 9:31:00 PM

Perenthia currently provides "wilderness" areas where monsters roam around waiting to attack players who wander beyond the safety of the towns. I had originally wanted the wilderness to auto generate instead of how it works now where all the wilderness "tiles" are stored in the database. This caused over 150,000 records to have to be entered into the table and really limits expanding the word since I have to basically draw all the tiles.

For the Perenthia Beta 2 I worked out a "Regions" table to store a rectangle x,y,z value. The Regions table also stores the min and max levels required to venture into the region. Towns located within regions also carry a safe indicator so that monsters will not auto generate. Using this concept I only have to create the towns or places of importance and can let the "wilderness" be auto generated. 

The auto generated wilderness is infinite in that each wilderness place visited is created and stored on the player record. Wilderness is also exclusive to the player so that monsters generated will be available only to the adventurer. A lot of games have done this with dungeon instances and I thought it was a good idea to implement in Perenthia. There will be ways to interact with others and I still have some work to do to handle group play but wilderness is intended for solo players. Now, given that wilderness is infinite I don't want players getting lost so, the last non-wilderness place they visit will be stored on their player record and if they log out and log back in they will be reset to the previous non-wilderness place. It's kind of a fast way to cheat your way back to town if you get into trouble but I am OK with that. I would rather players leap back to town before their character dies than wander aimlessly around thousands of tiles from civilization. I want the wilderness adventuring to be a fun way to earn gold, not a potential for grief.

Quests may require adventuring through the wilderness to find hidden places so logging out when you are in trouble will cause your quest to take even longer. I think this will be a good trade off because quests will offer greater rewards than adventuring and should require a higher level of mastery. 

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Comments

2/18/2008 12:54:55 AM

RangerSheck

Interesting, I was just thinking about this kind of thing recently. I'd love to work some procedurally generated areas into my game as well. If they can be tied to a repeatable quest, that's even better; give some replayability to areas that would otherwise get stale.

Two things I'd say about the log out, log-back-in, find yourself back at town thing. One, I think you may end up annoying players who actually wanted to stick around out there in the wilderness but accidentally logged out. Two, if you want it to be so easy to 'cheat their way back to town', might as well just build it in; allow them to get back with an 'inn-stone' or something like that. You're thinking ahead, not wanting your players to get lost and frustrated. Go ahead and take the next step and do it right. In the long run, it will make more sense as a game mechanic and you won't have some game-exploit-you-put-there-intentionally hanging around. Smile

RangerSheck us

2/18/2008 11:38:14 AM

calbert

I already have some items that will teleport you back into safe areas, and other areas as well. Players would just need to grab an item that can teleport them back to town before adventuring to deep if I was to leave them hanging out there. Thanks for the suggestions. Smile

calbert us

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I am Senior Software Engineer specializing in the Microsoft .NET Framework and PBBG development.

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