#1 - Sept. 20, 2013, 4:54 p.m.
1) Mirrored world - the idea of mirrored world is each time players start the world, the AI will randomly ganerates world either mirrored horizontally or vertically or keeping the original orientation. With current maps, lets say Act 1 New Tristram, we know that the exit from town to Weeping Hollow is always at the north western of New Tristram. If the world generated is vertically mirrored, the exit to Weeping Hollow is at North East of New Tristram, and the whole act 1 maps will be at this orientation. If the world generated is horizontally mirrored the exit to Weeping Hollow is at the South West of New Tristram, and the whole Act 1 maps will be at this orientation.
This will create the illusion of randomized map, by keeping players guessing where they should go instead of "I know how to get there mentality"...
2) Variable fixed camera angle - the idea is each time players start the world, the AI will randomly select a fixed camera angle for that particular game. In the current game, again New Tristram, the camera angle are always looking towards the game's north which the exit to Weeping Hollow is should be at North East side of Tristram. If the game changes it's camera angle lets say looking towards the game's east, the exit to Weeping Hollow is to the south of Tristram..
This simple change can make players harder to keep track of the known routing, hence making an illusion of randomized map. When combine with mirrored world effects will seriously improved the illusion.
3) Add weather effects - The idea is each time players start the world, the AI will randomly select appropriate weather effects for that particular game/map/area. It can be rainy, stormy, sunny, cloudy with overcast, low visibility fog or mist, ice and snow, anything. Making the game more random.
Thats about it then.. TQ...