Sub-plugin: RFW Randomizer
authorblues opened this issue ยท 7 comments
RFW Randomizer
Use a plugin to generate randomized RFW maps that go through an automatic rebalancing process. I see it as being a multi-phase process.
- Solicit talented map makers to make multiple map elements. Maps are made up of START, MIDDLE, and END pieces, each of which may or may not have a wool dungeon in them. Any chests included in these pieces will probably need to be empty so that the plugin can distribute resources itself. Map pieces will probably require a configuration file detailing information such as what resources are available (such as diamonds in a mine) and what resources are required (an obsidian wall needs a diamond pick, a lava pool requires fire resistance potions).
- Maps are assembled from anywhere between 3-6 map pieces, with no fewer than three of those pieces containing a wool dungeon, and the gear is balanced, ensuring that it is possible to complete the map. Additional gear might be distributed to add extra randomization (gear with random lore, random names, random special stats). Possibly have a mechanism to add tweaks to map sections, so that players won't be able to fully memorize every map section (hidden passageways that appear sometimes, hidden chests that are only accessible on occasion).
- ???
- Load the map into AutoReferee as if it were any other map. Profit!
For the idea to work, initially we would need:
- 8+ START pieces (25% with wool dungeons)
- 20+ MIDDLE pieces (50% with wool dungeons)
- 8+ END pieces (50% with wool dungeons)
We would also want to standardize the construction of these map pieces. Map pieces should be a set width, the edges where it touches another piece would need to be level and at the same height, with each piece being balanced for having a specific distance from the other lane. Unless the player is meant to be able to fall out, these pieces would likely need to have a layer of bedrock at y=0. These values would all need to be decided before any work can be done.
I love the idea, however how will you make it so that peices do not clash? E.g one piece being sandstone and the next being stone?
Maintaining style isn't a huge priority, but I might request certain style choices from authors of map pieces so that they mostly blend together. Function is most important, creating maps that are fun to play. Beauty is a much lower priority.
What if segment's config file gives it a number of style "tags", keywords that identify the look and feel of the map, and the plugin tries to match segments with tags in common?
Tags could work. Unless there were hundreds of pieces, it's probably better to just keep the style the same.
As a compromise, maybe we could do some sort of palette system, where blocks of one type are converted to whatever works in that palette. Nether palette, grass palette, desert palette, wool/OWBOX palette, etc.
I thought about the palette idea, but I suspect that would have issues (differences between properties of blocks could break gameplay, and also high likelihood of extreme ugliness)
Sure. What is important is that it plays well. As long as the transitions are smooth (agree that the transitions will always be grass out whatever), the style should just work.it's not unusual for regions of a map to be different styles. Look at Corrupt Lands.