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  1. #1

    Random level generator (0.3 for Blender 2.49)

    Download v0.3 (Zip, 339kb)
    Download v0.3 (7z, 169kb)

    I started to work on random levels.
    A few screenshots below, and a demo video here.
    More details soon.

    Last edited by piiichan; 01-Mar-12 at 21:10. Reason: Updated download link to v0.3

  2. #2
    Member UglyMike's Avatar
    Join Date
    Mar 2002
    Ooo.... I love it!!
    Very claustrophobic looking....
    I guess one could be lost for ages in there....
    Now a nice monster/enemy animation that spawns all over the place and we're set!
    I don\'t need no steenkin\' sig

  3. #3
    cool! i especialy liked the second appearing tower at 0:23 in the example video.

  4. #4
    Member jplur's Avatar
    Join Date
    Apr 2007
    Brooklyn baby!
    This is great, reminds me of rogue/angband.

    I assume you are planning on releasing the script?

  5. #5
    Very impressive, but please don't tease, Will you release the script?

  6. #6
    Of course I will release it, I just want it to have a clean GUI.
    It won't be too long (hopefully, if I got some spare time...).

  7. #7
    Great, thanks.

    Keep scriptin. nice job.

  8. #8
    Wow, really cool!

  9. #9
    Join Date
    Mar 2009
    Black Pit of Despair, Bradley County, TN
    I'm assuming these work in GE? I mean, that would seem to be self-evident.
    I've been toying with the idea of a 3D re-imagining of NetHack for some time. With some item placement scripts and enemies, and of course the items and enemies to be placed, you'd be mostly there.
    Out of curiosity, are all of the elements individual objects? I'm wondering how hard it would be to script in pseudo-dynamic level pieces, like 'digging' into a wall.
    Anywho, looks amazing, and I'd love to get my hands on it, if only to test new character movement and rigs in a good environment.

  10. #10
    Member Minifig's Avatar
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    Sep 2008
    America, Central time.
    You got referenced on Blender Nation BTW.
    Feel free to use my texture repository:
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  11. #11
    Member afecelis's Avatar
    Join Date
    Oct 2004
    Originally Posted by Minifig View Post
    You got referenced on Blender Nation BTW.
    Yup cool, and they mention there's already a downloadable version of the script, is that so?

  12. #12
    Member Ghost_Train's Avatar
    Join Date
    Jul 2004
    Grand Rapids, MI
    Very nice work piiichan. I'm diggin it.
    Animator 애니메이터 & fight choreographer. Monty Oum's right hand. Worked on RWBY & RvB X. Created Megaman X Fanimation
    Megaman X Fanimation, Little Ninja Project & Death of Little Ninja Project
    Other junk: my Music and DeviantArt page.

  13. #13
    please send a link

  14. #14


    please send a link

  15. #15
    Member Irowebot's Avatar
    Join Date
    Oct 2007
    Las Vegas
    Its awesome Piiichan. Can wait for this scripts so i can try it out. Thanks a bunch!

  16. #16
    Member tarkata14's Avatar
    Join Date
    Oct 2006
    In a parellel Universe...o_O O_o
    Reminds me of The Elder Scrolls: Arena. Very nice work.
    "Computers in the future may weigh no more than 1.5 tons."
    - Popular Mechanics (1949)

  17. #17
    The script is released here.

    It should be quite straightforward to use.

    Just a few words about the algorithm so that you can understand what the various parameters are:
    For each floor, a "worm" will carve its way through it in a random fashion. Every time the worm steps forward, it has to decide whether it will change its heading direction or not, and whether it should put a room at its current location or not. You can increase / decrease these two probabilities. When the worm has put all rooms in the current floor, the next floor is treated exactly in the same way.

    Nb of rooms
    The most basic way to control the size of a dungeon: more rooms = bigger dungeons

    proba room
    The probability that the worm will put a room each time its moves forward. Low values = longer corridors.

    proba turn
    The probability that the worm will change its heading direction each time its moves forward. Low values = straight corridors, high values = twisty corridors.

    Various notes
    - a black & white picture (called "Dungeon") of the first floor of your dungeon is created every time you generate a new dungeon. If you change the dungeon dimensions, a new picture will be created with an incremented name (Dungeon.001, Dungeon.002, etc...)

    - many more features could be added, so feel free to customize this script to fit your needs

    - for now, floors do not communicate between one another, but this addition is very easy to do. Tell me if you need this functionality.

    - this script is unfortunately not usable in the Blender Game Engine, because updating a mesh is not possible while a game is running (as far as I know). I tried it without success, the mesh is updated as soon as the game is stopped though.

    - spotted a bug? Post it here.

    - thank you all for your kind comments!

    Last edited by piiichan; 31-Mar-09 at 02:40.

  18. #18
    Member Atom's Avatar
    Join Date
    Jan 2006
    I opened up the Blend file and deleted the existing dungeon, then I ran the script. I turned on "With Lights" and set the lights probability to 0.3. I get an error when click "Create Dungeon".
    File, line 172 in bevent
    File, line 436 in createMesh
    Runtime ERror, can't find an object for the mesh
    I rarely use Blender anymore.
    Houdini Indie is only $200.00 and Apprentice is free!
    Atom's Links Page

  19. #19
    Member 3dmedieval's Avatar
    Join Date
    Apr 2006
    Atlanta, GA
    I also deleted the existing dungeon, and it didn't work. I then tried not deleting the existing dungeon, and that worked fine. Very nice. Thanks.
    Last edited by 3dmedieval; 29-Mar-09 at 12:54.

  20. #20
    Member Dayanto's Avatar
    Join Date
    Jan 2008
    Don't delete the existing Dungeon, it kind of becomes the new one...

    Wonderful script, I can just imagine what this can be used for!
    Last edited by Dayanto; 29-Mar-09 at 13:03.

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