Quake Hack operation and design motivation:
.plan file details
A random system exists now with the ability to spawn a mostly unique exploration experience.
Games of the era that have inspired me - Temple_of_Apshai , Gateway_to_Apshai , play Apshai trilogy , NetHack , Rogue , Sword_of_Fargoal
often operated in one of two ways. 1. use an algorithm to carve a random map out of an area, 2. pre-rendered maps stored on media
To date, most games in the Doom / Quake genre only use method 2.
I am aware of OBLIGE and SLIGE for doom
I got lead along the path to Quake-Hack by the map specs for the Chaos Mod.
When I wrote the descriptions I was inspired by RPG maps I had made previously.
Making maps like that with an editor is time consuming, and you can only make a map so large.
So I decided to see if a Quake map could be made with method 1 - an algorithm.
There is one major issue - Quake maps _must_ be precompiled. Mostly for lighting, but also bsp, and for sealed maps vis. What makes them solid.
It might be possible to bundle a map bsp compiler into the engine and do this on the fly. Thats more code than I want to bite off.
So, my plan was pre-compiled map "chunks" which I call "hacks".
A special QC function - "func_maphack" loads these chunks.
The algorithm is controlled by cfg scripts which store the relevant loading data in cvar strings.
The engine and QC are done and the system is working!
Right now I'm improving the "dungeon" experience - this plays like a typical Quake map.
The other possibility is "outside". This is something a Quake engine has never done. I believe this is possible and can be a new way to play Quake. However, this method has more "hill" to climb.
There are a few indoor issues to deal with. More exist with the outside map system.
When I say "mostly unique", as it works now there are not many chunks and it quickly becomes repetitive. I am seeking ways to keep play of repeated chunks fresh.
There are also various design decisions to be made.
This new system will change the Quake play style a good bit.
I am on the fence about having an endless "arcade" style dungeon vs. some kind of complete-able goal.
Stay frosty my friends, and Quake on!
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