It may be possible to create a second loop in room_random_selection to attribute room for each exit of the room but kind of hard given you wont /Īccess obj's room to know how much exit there are x)Īnother idea : when entering room, run a script "give_room_to_exits" looping on each obj_exit and setupping obj_exit. (for instance)įinally it's only a begin to end room generator but still i hope it will helps you. So I have made a dungeon, Rooms have monsters and traps in them, but I want to give them a bit more flavor than that. In the end you have in the editor, room_premade_001, 002, 003 ,004, 100Īnd in the end the player will encounter room 002 004 005 006. When ending the first room, go to the second room of the ds_list, etc. Then when you start the game, go into the first room of the ds_list, In this script it's possible to create a ds_list and loop on rooms name room_premade_xxx and randomly ad them to the ds_list, the ds_list must be global or in a simpleton object (= obj_system for instance, and you only got one) Dungeons are usually very large, but I kept the description fairly short and stuck to 1 initial room, 1. Some aspects of the descriptions will remain the same, this is done to keep the general structure the same, while still randomizing the important details. Then, create a script named "room_random_selection" This description generator will generate a fairly random description of a dungeon. I think you should, as you said, create your own room and name them something like room_premade_001, room_premade_002 an so on. ( i am using gm1.4 atm so i am not sure my answer will be 100% accurate)
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