kolmapäev, 7. oktoober 2015

Game Design: Choosing direction with dungeons

I loved Divinity: Original Sin, but it had no replayability value. It has the same starting point, same places, exactly the same monsters in same spots, everything the same. Seen it once, seen it all.


Roguelikes, in other hand, traditionally implement permadeath, so starting over with a new character happens a lot. So huge amount of replayability is needed:

 For each start to feel like completely new game, it should have:

  • new places to explore
  • enemies are different each game
  • new items and skills to discover
  • new quests/storyline to solve


To have a new gameworld to explore, traditional roguelike games generate dungeon levels randomly 

Here is a nice random dungeon generator for Unity from Aegon Games, DunGen




This random dungeon generator seems perfect - If I would want to go with first person view approach (it has roof)

There is another, "half-ass" solution, seen in Diablo 3 (rifts), for example. The solution, is to have pre-made dungeon floors, select them at random and repopulate them with random monsters.   

For my combat engine development, I do not need a randomly generated dungeon. But, for later, random generated dungeons are boon to have.

Central Hub vs Infinite Dungeon

Games like Diablo 3 and Dungeonmans have a central hub (a town, city, a central place with shops).
Central Hub is good for choosing the difficulty of the dungeon (you can choose wich dungeon to go), and you can go into tougher ones once u feel ready.

Games like Lost Laby have infinite dungeon, where u can only go down from stairs. Every resource is important, food, drink, even a lightsourse. Your main mission is to get to next floor, spending as little time as possible.

So it is kind of farming vs survival setups. For this project, I am leaning towards infinite dungeon approach.










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