nuclearglow
Novice
- Joined
- Jul 19, 2010
- Messages
- 25
Since most codexers are right noiw apparently playing FO:NV or, such as it seems, are busy installing mods that add more grass to the apocalyptic wastelands, I wanted to invite interested bystanders to discuss the forthcoming DF adventure mode which will sport an extensive overhaul. Check it out: http://www.bay12games.com/dwarves/dev.html.
Now I've been busy immersing myself into the DF strategy mode which is plainly off-topic here, but the adventure mode seems to lead straight into a roguelike or even rpg. basic rpg stuff is already there, but the upcoming classes, the dialogue-system and quests are somehow intriguing.
DF world generation works with pure procedurally generated landscapes and, more importantly, a world history simulation up to 1000 years including the spawning of legends. When entering the world the generation of quests appear to rely solely on the pre-generated surroundings, which, if incorporated in a clever way, might mean cohesiveness and thus maybe fun to play.
Or we just broaden the discussion: Does an immersive and fun RPG need a carefully crafted storyline, dialogues - which are nowadays manually set or might it also be achieved by a procedurally generated world which happens to incorporate enough variables to make it believable ?
Discuss.
Now I've been busy immersing myself into the DF strategy mode which is plainly off-topic here, but the adventure mode seems to lead straight into a roguelike or even rpg. basic rpg stuff is already there, but the upcoming classes, the dialogue-system and quests are somehow intriguing.
DF world generation works with pure procedurally generated landscapes and, more importantly, a world history simulation up to 1000 years including the spawning of legends. When entering the world the generation of quests appear to rely solely on the pre-generated surroundings, which, if incorporated in a clever way, might mean cohesiveness and thus maybe fun to play.
Or we just broaden the discussion: Does an immersive and fun RPG need a carefully crafted storyline, dialogues - which are nowadays manually set or might it also be achieved by a procedurally generated world which happens to incorporate enough variables to make it believable ?
Discuss.