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Changes • Dungeon generation has been updated to wall off unused paths. No longer will you need to worry about falling into the void after taking a wrong turn. • Dungeon rooms will now be seamlessly connected by door frames. The doors themselves will be fitted later. • Updated lighting and minor changes to room design throughout.
The sun is shining, the birds are singing. Here's a new build, fresh from the oven! If you haven't already, be sure to take a peek at the accompanying mini-log. I hope you enjoy~
Hello there~ Dungeon development is coming along well.
I had plans to construct a prototype dungeon by hand first, so I could get an idea of the aesthetic and have something to demo early on, but I've now decided that's not entirely necessary -- or rather, priority should be the dungeon generation itself.
I've opted to take a tile based approach to dungeon generation. You could think of each room and corridor as a tile, and the whole dungeon itself as a series of interconnected tiles. To keep generation interesting I'm not only allowing tiles to be of differing shapes and sizes, but they can branch out across multiple elevations as well. A dungeon that can sprawl in all directions may be a little intimidating to navigate, but it's certainly more interesting than a flat grid. Arkavite - Multistory Dungeon Generation Test The image above may look a little insane, but I can assure you it is all connected.
My aim is to give dungeons a naturalistic structure. At present, I'm doing this by defining which tiles can link to one another, and using weights to determine the probability of a given tile being selected. This process is great because it allows rooms to be grouped together in a logical way. For example, I could say that kitchens can only branch from dining halls, or that en suits and walk-in wardrobes can only generate as offshoots from bedrooms. We can avoid hypothetical absurd room layouts, (like bedrooms opening into kitchens), by defining a simple set of rules.
If we were to consider the grand structure, this weighted tile approach can also allow rooms and hallways to spawn in clusters. It’s low cost, feels organic enough, and could theoretically be done on the fly, say we wanted the dungeon to keep generating endlessly in all directions. I might have to use a bit of that when it comes to creating Dungeon City.
To improve generation further. I will probably introduce a pass which generates small corridors and hidden passages between rooms which are close together as the crow flies, but far away in terms of actual walking distance.
Let's circle back to why aesthetic is now less of a priority. I no longer see dungeons having a fixed aesthetic across the board. As you progress deeper into a dungeon, I'd like there to be different biomes you can encounter, which may not only carry some visual changes but call for tiles and challenges unique to that biome as well. My current approach to dungeon generation demands the creation of a lot of prefabricated tiles. Simple block out rooms should really be used first and foremost so I can figure out how everything should link and get a good sense of the scale/structure before dedicating time to art. In order to reduce the number of tiles we need while ensuring a good level of variety, individual tiles themselves may generate different obstacles, traps, loot, clutter, enemies, etc. each time they are placed. There will be a little bit of procedural sub-generation going on just to keep things interesting and less repetitive.
Progression
One of the later things I want to focus on is progression through the dungeon. It's all well and good to hack and slash your way through mobs while collecting loot, but we can do a little better. We can have mini bosses guard keys between levels, and puzzles which may remove obstacles or open shortcuts to deeper levels.
At the moment, tiles branch out in all directions freely from the start point. For the next iteration, I want to run a random meander following a single path for a number of tiles, before allowing the goal state to spawn. Then branch out from that initial path, to tiles which contain keys or puzzles needed to reach the end goal. I could probably zone sections off as well (i.e. add gated choke points you need to somehow get past (e.g. puzzles, keys, blast locks, magical nonsense), so the route to the main goal is made clearer and you get a better sense of progression.
As for what this “goal” entails. Lower tier dungeons might have a simple boss at their end guarding a pile of loot, but higher tier dungeons should have multiple “levels”, the goal may be a staircase, portal or elevator which takes you deeper into the dungeon and into a whole new zone.
Ongoing...
What is going on in my world?
I am currently juggling the building of dungeon tiles alongside the dungeon generation code so it's going to take at least a few more weeks before I have something you can begin running around in.
In the meantime, we do have another update. More bugs fixed and functionality added behind a number of traits, and we have the new interaction log. The log just tells you what you've picked up and how much you've picked up. This is great for chests, shops and whatever random items NPCs will hand you. Arkavite - Interaction Log Would you be interested in Eggyokel receiving lewd laying scenes? Are there any features or bits of content that you’re excited / hoping to see in the not too distant future? Let me know in the comments~
More to come. Until next time!
Changes
- Added: Added interaction log for pickups - Added: Trait functionality for [Manletus Maximus] - Added: Trait functionality for [Washboard Whiplash] - Added: Trait functionality for [Scrambled] - Base items. Awaiting bodily appearance changes. - Added: Trait functionality for [Clutch] - Base items. Awaiting bodily appearance changes. - Added: Pickup item to inventory SFX - Added: Drop item from inventory SFX - Added: You may now back out of menus by pressing the ESC key. - Fix: Fixed issue where player scale was not being set in sandbox mode - Fix: Fixed tooltip offset when hovering over items in sandbox mode. - Fix: Issue where mashing roll + shoot results in silly movement. - Fix: Sword attacks are no longer allowed during roll or mantling - Fix: Issue where dequipping and equipping gun would result in the weapon being positioned on the floor beneath the player - Fix: It is no longer possible to draw your sword while the rolling or mantling animations are playing. (Resolves potential clipping bugs) - Fix: It is no longer possible to dash while the mantling animation is playing. (Resolves clipping bugs) - Fix: It is no longer possible to dash or dodge while rolling (Resolves potential clipping bugs) - Fix: Resolved issue where jump and dash were being triggered at the same time. It is no longer possible to jump while aiming. - Change: Updated credits
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