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Randomly Generated Worlds & Connecting with friends

Ya'kub Ayers

Villager
Xy$
0.00
Sorry, sort of in a rush so I need to keep this short and simple before I forget. Can I make randomly generated worlds in RPG Maker MV? I don't mean like unlimited, but I mean like a mixture of premade events, through common events the events execute their code, the doors, plants, NPCs, Actors, Maps, Enemies, Skills, items, enemies, troops, Equipment are all randomized by either the choosing of the player or completely at random.

One concern there is the maps, I can't think of a way to customize each tile in RPG Maker besides endlessly switching around the tilesets for the different worlds. Though even if I do that and randomize the different locations when you get down to it, it would take some time to make several maps and switch the tilesets for the different types.

Actually, now that I think about it, RPG maker may only have modern, medieval and dungeon tilesets to work with, but that is still plenty, to make stuff with. In fact, the only problem would be the overworld and randomizing the tiles for it. The only real problem considering all of that is that I need to find a way to randomize the placing of the overworld tiles, is there a way to do that? Thinking even on that, I don't think that matters either except for world map pictures and when the player's go to a friends world.

So that brings up the most important thing, is it possible to have online capabilities in RPG Maker MV? If not I might as well make it in another engine.

P.S. This is all for future reference, I have a current project, but I realized that it would be a LOT easier if MV could do it.
 

Essy

Towns Guard
Xy$
0.00
So that brings up the most important thing, is it possible to have online capabilities in RPG Maker MV? If not I might as well make it in another engine.
Yes, MV uses Javascript. Through AJAX it can communicate with any server platform, you just need a good way of representing shared state. I was actually working on a framework for this but ended up getting pulled into a startup; so I haven't been working on it.

I would advise against the random generation using events for computational reasons. While it can be done, it's not an efficient way of going about it.

Back in XP I made a small PG engine that worked like so.

Given a collection of maps ids(and some seed), choose a map at random.
From there choose additional maps based on 'reachability'. For example if the right side ends with 'open plains'(passable) then it is possible to append a random available map that can fill that spot(left side is also open plains.) Using a small collection of maps it made some 'okay' maps.
Some downsides in that approach is that you cannot determine the size of the map.

That said I can't give too much input on advanced procedural generation such as generating things on the tile level. In my studies I've ran into the term 'Perlin Noise', which I know is used for things like 'carving out caves' in 3D.
 

Boy Who Codes

Praised Adventurer
Xy$
0.00
Making an online game or that Rpg Maker Mv having online capabilities is a yes. It uses JavaScript for it's scripting language, a programming language for HTML and the Web. However, you would need to have some knowledge how to make it work, as it is not included in the engine's manual. Consider it like an included feature you yourself have to discover, something like that. There's the AJAX, Sockets, etc to be considered in order to make the online system work.
 

Ya'kub Ayers

Villager
Xy$
0.00
Yes, MV uses Javascript. Through AJAX it can communicate with any server platform, you just need a good way of representing shared state. I was actually working on a framework for this but ended up getting pulled into a startup; so I haven't been working on it.

I would advise against the random generation using events for computational reasons. While it can be done, it's not an efficient way of going about it.

Back in XP I made a small PG engine that worked like so.

Given a collection of maps ids(and some seed), choose a map at random.
From there choose additional maps based on 'reachability'. For example if the right side ends with 'open plains'(passable) then it is possible to append a random available map that can fill that spot(left side is also open plains.) Using a small collection of maps it made some 'okay' maps.
Some downsides in that approach is that you cannot determine the size of the map.

That said I can't give too much input on advanced procedural generation such as generating things on the tile level. In my studies I've ran into the term 'Perlin Noise', which I know is used for things like 'carving out caves' in 3D.
I think the best way to do it would be to have some preset levels and shift around the tilesets, I can throw the player off because the B and C tilesets can be set in events. For the NPCs, there can be some with some rearranged text, that is just slicing and rearranging strings.
So I am sure that the maps can be copied and have their values changed outside of the editor and mixed together with other rooms based on, but when it comes to the online aspect is there a simple way or tool to go about it?
It WILL be for android if I make it.
 

Essy

Towns Guard
Xy$
0.00
I think the best way to do it would be to have some preset levels and shift around the tilesets, I can throw the player off because the B and C tilesets can be set in events. For the NPCs, there can be some with some rearranged text, that is just slicing and rearranging strings.
So I am sure that the maps can be copied and have their values changed outside of the editor and mixed together with other rooms based on, but when it comes to the online aspect is there a simple way or tool to go about it?
It WILL be for android if I make it.
If you use a server and not just peer to peer the server is typically independent from the device.
You should still be able to use sockets and socket services from android, their current browsers have a lot of js support.
 

Ya'kub Ayers

Villager
Xy$
0.00
If you use a server and not just peer to peer the server is typically independent from the device.
You should still be able to use sockets and socket services from android, their current browsers have a lot of js support.
Thanks! I will kepp this in mind!
 
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