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#121209 15/10/03 08:42 PM
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Since the Battlefields are real time generated, couldn't they also be a good place for enhancing player-interactivity by means of mods? So they would not only be in the sense of randomly generated areas, but also as areas that were created by us, the fans?


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#121210 16/10/03 03:12 AM
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Since the Battlefields are real time generated, couldn't they also be a good place for enhancing player-interactivity by means of mods? So they would not only be in the sense of randomly generated areas, but also as areas that were created by us, the fans?


Hi Coes,
If you followed the rules of editing a pluggable module zone then what you did is a replacement of what the random generator does, so this means that your product is equivalent to the product of the random generator and is not a substrate for the random generator.

What you suggest means that a random generator may not be used but rather a random mod-selector that selects a mod from an archived mod-library. So your idea is also a nice idea but it may not be applied within randomly generated battlefields as a concept of design.

However, it is possible to construct a programmatic condition that scans a directory for pre-assembled battlefields and use them in their numerical or alphabetic order, and when the game runs out of pre-assembled battlefields it could begin the process of random generation to fill in the needs of the game.

If that was what you meant then I give you a thumbs up <img src="/ubbthreads/images/graemlins/up.gif" alt="" />

<img src="/ubbthreads/images/graemlins/wave.gif" alt="" />


#121211 16/10/03 11:24 AM
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You could just make it a setting: choose existing battlefields, or randomly generated battlefields, or both...

Interesting suggestion <img src="/ubbthreads/images/graemlins/up.gif" alt="" />


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#121212 16/10/03 10:36 PM
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I have a feeling that a numebr of battlefields will be tying in with the story, hence they will be using graphics relevant to the local setting. But if there was one that you could rift-run into that was not any known location, then that could be good for modders to make their own styles.

#121213 17/10/03 06:16 AM
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handefood reads my mind. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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#121214 19/10/03 01:29 AM
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Yeah, sorry about that. It's a bad habit I picked up.

#121215 19/10/03 09:42 AM
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Since the Battlefields are real time generated, couldn't they also be a good place for enhancing player-interactivity by means of mods? So they would not only be in the sense of randomly generated areas, but also as areas that were created by us, the fans?


Hi Coes,
If you followed the rules of editing a pluggable module zone then what you did is a replacement of what the random generator does, so this means that your product is equivalent to the product of the random generator and is not a substrate for the random generator.

What you suggest means that a random generator may not be used but rather a random mod-selector that selects a mod from an archived mod-library. So your idea is also a nice idea but it may not be applied within randomly generated battlefields as a concept of design.

However, it is possible to construct a programmatic condition that scans a directory for pre-assembled battlefields and use them in their numerical or alphabetic order, and when the game runs out of pre-assembled battlefields it could begin the process of random generation to fill in the needs of the game.

If that was what you meant then I give you a thumbs up <img src="/ubbthreads/images/graemlins/up.gif" alt="" />

<img src="/ubbthreads/images/graemlins/wave.gif" alt="" />



That's the thing I mean, yes. Pre-assembled battlefields on top of the random generated ones.


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#121216 19/10/03 12:18 PM
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What do you mean by pre-assembled battlefields? I though the whole idea of battlefields was the random element and replayability. It wouldn't be any more replayable if the battlefields were just shuffled and never changed.

#121217 19/10/03 08:03 PM
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Without a full set of moding tools released, access to the battlefields would be the next best thing. The availability of 'pre-assembled' battlefields doesn't help the re-playability much for those playing them (depending on how elaborate/creative they are), but does help extend the life of the game for those who want to try creating them.

#121218 21/10/03 03:18 AM
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'pre-assembled' sounds like some mix & match that may not work at all. let's see diablo2 so-called random dungeons which are merely rotated maps. i hope random means random, not pre-this or pre-that. it's pre-historic.


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#121219 22/10/03 12:45 AM
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'pre-assembled' sounds like some mix & match that may not work at all. let's see diablo2 so-called random dungeons which are merely rotated maps. i hope random means random, not pre-this or pre-that. it's pre-historic.


@Janggut

Hi. <img src="/ubbthreads/images/graemlins/wave.gif" alt="" />

If you followed what Raze said carefully you might notice that it all depends on the battlefield definition and what goes in one? If a BF was only a different ground and rocks and some selectable enemy NPCs and perhaps some items or weapons to collect then I do not see any merit in pre-assembling primitives of replay-ability.

The only merit in preassembled BF is when the editing tools enable the editor from scripting a micro-scenario with trigger objects and coordinates that initiate consequential effects/ rewards, which is second to structural obstructions that demands a strategy to win that battlefield.

There exists no artificial intelligence module that can randomly assemble such a unique type of a battlefield (sub-quest).


#121220 22/10/03 03:43 AM
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hey DAD, where u been?

u're not on the money, dude. i know what raze was trying to say, just that i wanted to tell my opinion on pre-assembled scenarios.

if among the scripts or selectable game types, there is a puzzle element which can be implemented successfully(depends on the enemy AI), maybe something like commandos type of game that's heavy on puzzle can happen. killing can be boring so stealth-based game types with puzzles included can make battlefields interesting.

but then it may not. <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />


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#121221 22/10/03 04:06 AM
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As far as I understood, battlefields are not part of the standard divinity world map but rather side maps that you must enter through teleportation.

It is because of that reason that a battlefield editor could be only useful is you could design strategic obstructions and well placed enemies forcing you to move strategically too. This way you must think or die and when you find out the key to the correct strategy then playing becomes rewarding rather than boring slash and hack.

So BF is as straight forward as a plug in extensibility of the game in that sense rather than a randomly generated hack and slash field for levelling up.

Why not?



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