New Maps


The design of the new room generation patterns should result in shorter playtimes - no need to make early playthroughs of the game more painful than necessary.

The new method involves a lot more control of the system.  about 4 hours were spent rebuilding the system, then 6 were spent making tools to create data to feed it,  including some minor tweaks to the system as I explored the problem space.

The floor generation now walks through a set of steps that are defined in scriptable objects - a pool of rooms, pool of baddies, target difficulty and roll chance are provided at each step.  The generator rolls to see if this step should even run, then pulls a room from the weighted pool, and assigns crystals and baddies based on the difficulty & baddie pool.  This means a few things: per-room baddie assignments (no more absolute chaos), floors with more structure, and an improved ability to adjust the difficulty curve.

I’ve marked this build as 5.0.  the minor versions of this build will involve tweaking the designs, tying the obstacle system into the design tools, and adjusting / creating enemies.  I suspect version 5.0 will exist for a long time, as Jacky is due to deliver our daughter shortly, so I’ll be taking a bit of a break.  

Thanks for stopping by,
KPD.

Files

beholdin_v50_web.zip Play in browser
Oct 05, 2017

Get beholdin'

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