petri wrote:The only doubt I have about random dungeon generation is, is it fun? It works great in roguelikes, e.g. ADOM, because you can see the whole explored map all the time, but what about when you only see a tiny sliver of the randomly generated level (the viewpoint in LoG)?
In a lot of ways I think we can still use LoG as it is to imagine what a random dungeon generator might be like to play. I understand a lot of the fun is to do with the challenges the level designs present and the puzzles, and that a random dungeon wont be able to imitate that. But a large part of playing LoG is fighting monsters, building character strengths strategically and managing resources, all of which should work fine for a random dungeon. So it would be a lot like playing LoG for the first time but without the same depth in puzzle challenges and level layout. On the other hand random loot in some ways would have a little bit more depth because it wouldn't need to be planned out with the same balance the original game had. because the player might get lucky one play through with really good loot and on another only get relatively useless or even bad loot.
petri wrote:
Approaching the issue from another angle:
Because there is no intelligent design in randomly generated levels you become easily lost. Therefore the next logical step would be to add an automap that is always visible on the screen. And then suddenly you're moving around on the map, and the 3D view becomes more or less a gimmick. So why not get rid of the 3D first person view and make the auto map really pretty with a topdown/isometric view, with animated player character, etc.? Hmm, this reminds me of some pretty famous diabolical game...

Well, i think there would be two ways to approach that, the first would be to use the same system as Dungeon hack where there was a map of the whole dungeon (explored regions) and a mini map that only had some of the surroundings. The second option would be to leave the map system as it is. I found i've gotten lost in LoG often and have had to rely heavily on the map and that didn't ruin immersion for me. It would also provide a real challenge to those types of players who used the no map option for LoG.
I loved diablo, I played that game a lot, I even started again a couple of years back and made a few level 40 characters but a random dungeon generator for LoG doesn't have to be a diablo clone. I think the grid based movement in LoG makes combat quite a bit different from diablo as well as the level designs not being as spacious as Diablo dungeons tended to be. I think even randomizing loot would still be a bit different too, because of the skill trees for weapons (axes, swords etc.) is different from diablo where the stats were about strength, dex etc. without specialization. So finding an axe in LoG would be quite different from finding one in diablo. There is also a big difference between being able to leave the dungeon in Diablo and trading with the towns people compared to LoG where the player is stuck in the dungeon the whole time.
I can't really say what other people are looking for in such a system but those are a few of my thoughts.