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Zombicide Season 3: Rue Morgue» Forums » General

Subject: Zombicide Scenario Generator v1.0 rss

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Davi Kretzmann
Brazil
Jundiaí
São Paulo
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Hi, i've developed a tool to randomize the Zombicide Tiles and create new scenarios dynamically, and here it is. I already have plans to additions in their funcionalities soon and i hope that the community could help me with comments and suggestions, here through the comments or through the mail brunodavi@alemdomuro.com.br

Just for your knowledge, the next functions that i'm planning are:
-> Optionally exclude chosen tiles, as hole ones, wastelands, helipoints, basketball courts...
-> Allow connection between corridors with buildings walls, like hospital, prison and the mall.

Now, all you have to do is sharing it with all your Zombicide addicts friends!

http://alemdomuro.com.br/zombicide/zombicide.php
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QorDaq H'Nter
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This looks pretty cool. I generated several maps to see what would show up, and it seems that you have some sort of logic behind the scenes that does a good job of keeping street zones clear (i.e. all streets are normal width, and I am not seeing buildings placed with odd orientations)...

As you requested suggestions; I'll add a personal wishlist of incorporating some random story hooks. I imagine that you have already considered this, and it's no doubt a tall order to write up several hundred scenario stems for the database, however, I'm thinking that's where community input could be very useful. After all, if 50 people each came up with 3-4 short story hooks that would be enough to get started I'd think?

If and when something like that were to come to pass, I'd definitely be interested in contributing towards writing and editing.

The other thing I'd love to see here, is a filter for Z:BP tiles (and story hooks of course)...

Regardless, nice work, I really like this and look forward to seeing where it goes in the future. Kudos!
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David Doughty
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This is very cool. Thanks for doing it. Will definitely be using this.
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Davi Kretzmann
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Thanks for you suggestions!

I'll take a note about this story ideas made by a community. I thought something similar about additional ramdoness in objective details, like a database to sort goals like "sort one green objective among them and when you got it..." + "gain the weapon" + "guillotine" OR "open a specific door" OR "put a abominiation in play"...

Definitely, this kind of database should born by a collaborative work.

About BP, a lot of people are asking for this... i hope i could make it someday soon... but i never played BP, and i felt a little insecure to start from it.

About the logical part: i divided all tiles in a 9 space matrix, where a side contains three spaces codes to help find the connections. Example: SSB is a code for a tile side in wich the three spaces are filled by STREET + STREET + BUILDING. This tiles searchs for another tiles side with the opposite combination to match, that is BUILDING + STREET + STREET.
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QorDaq H'Nter
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brunodavi wrote:
Thanks for you suggestions!

I'll take a note about this story ideas made by a community. I thought something similar about additional ramdoness in objective details, like a database to sort goals like "sort one green objective among them and when you got it..." + "gain the weapon" + "guillotine" OR "open a specific door" OR "put a abominiation in play"...


Ahh, yes, randomized objectives is a good idea, and I'm wondering if this could not be used in concert with the story hooks?

For example; if the Story hooks could be more or less broken into broad categories like -

Escort Missions.
Supply runs.
Killing ______ Enemy Runs.
Trigger Event Missions.
Story/ Mystery/ Investigation Missions.
Beat the Clock Missions.
Defend the ______ Missions.
Defeat the local Gang/ Rivals/ Warlord Missions.

And so on, with each of those categories generating results off of particular random objective tables, then the story hooks and the objectives could align somewhat while still having a range of different outcomes.

brunodavi wrote:
Definitely, this kind of database should born by a collaborative work.


No doubt, both for reasons of workload distribution as well as variety of creative approaches to the storytelling.

brunodavi wrote:
About BP, a lot of people are asking for this... i hope i could make it someday soon... but i never played BP, and i felt a little insecure to start from it.


I can see your point for sure. The good news is that, once you know how you want the generator to work, porting the Z:BP tiles should be reasonably straightforward I should think. The tiles are designed differently, in that they are more maze-like and claustrophobic compared to Modern, which I'd think would make the coding a little simpler (Could be wrong there).

brunodavi wrote:
About the logical part: i divided all tiles in a 9 space matrix, where a side contains three spaces codes to help find the connections. Example: SSB is a code for a tile side in wich the three spaces are filled by STREET + STREET + BUILDING. This tiles searchs for another tiles side with the opposite combination to match, that is BUILDING + STREET + STREET.


I know nothing about coding, but that approach makes a lot of sense. I'm glad you did it that way, because the resulting maps look very clean.

Again, well done and if the project can continue to be refined I really see this as a very useful tool for the community. I mean it already is useful, but I'm sure you know what I mean--well thought out enhancements can only make it more interesting.
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