3:32am - I'm up late and my roomie is in bed so it's work time.
Earlier I started analysing the tools from Zelda 3 and 4. I named most of them and their uses. There were a lot less of them than I thought though!
The Sword and Shield I didn't mention since they're basic interaction items. Then there's a few spell medallions in Zelda 3, and a few items with very little use like the Magic Powder, that I didn't mention.
There were thirteen dungeons in Zelda 3, and eight in Zelda 4. Eight is a good number to aim for, I think, plus a final boss.
In Zelda 4 the 'key' tools are gotten from the dungeons this order: Roc's Feather (Jump), Power Bracelet (Lift), Pegasus Boots (Dash), Flippers (Swim), Hookshot (Grab/Pull), L-2 Power Bracelet (Lift++), Mirror Shield (Reflect), Magical Rod (Fire).
Link normally has the Sword, Shield, Bow and Bombs available to him in Zelda 4 almost from the start. The Ocarina is also available without a dungeon, but you have to have a few dungeons complete to get it and then you have to unlock songs. Bottles were added in the Switch remake of Zelda 4.
I think that's a pretty good model, but I want to vary things up between the generated games. That means coming up with key puzzles for each tool I come up with, and combinations of them. I'm not sure if I want to have all the tools available in every game, or just a subset of them, or if I want to have many tools with the same use but different story/appearance.
I liked the way I used a simple word to define the ability given to you by the items. That sort of thing should be able to describe more items that haven't been made yet, if I so choose.
I think I've got a good idea though. Earlier I said I couldn't "Just make a dungeon generator" because of the need to plan for seperate tools. But if I start with the assumption that the player only has one 'key' tool, the one that they get in the dungeon, then I only have to make 'locks' for each tool alone, as if the dungeon was the first dungeon, whatever tool was in it. Then I could expand the dungeon generator to use tool combinations later on, once I'd decided on all my tools.
So! What do I need to do for a prototype?
I need to make a dungeon generator, for one thing. A tool that will logically plan out and design a Zeldalike dungeon.
I need a player character, who can move around inside the dungeon and interact with things.
I need monsters. There were twelve different monster types in the first dungeon of Zelda 4...
There were thirty three different overworld monsters, fourty four different underworld monsters, as well as traps, bosses and mini bosses in Zelda 4.
I'll want to start things off simple, so I'll just make two or three enemy types to begin with, a mini boss and a boss.
I wonder if I should make potential rooms by hand and mix and match them with procgen or do the whole thing with procgen?
Well I suppose the best way to find out would be to do it all procgen and see how it comes out compared to hand-made rooms. After all, if I'm designing the procgen system to make the dungeon rooms then it'll probably make dungeon rooms like I would. I hope. ^.^;;
But yeah. I plan to use a 'room by room' system for the dungeon, where each room is a blocked off piece of content, but they're also connected to form lock and key puzzles. Then there's the Game Maker's Toolkit's famous Boss Keys series. They did a great analysis of the Zelda series' dungeons and I think I can use that to refine the formula and put it on track with the cyclic level generation of Unexplored.
So it sounds like the first thing I need to prototype is a dungeon room generator, and then a player character to test the content in that room, and monsters for the room generator to populate with, then something to tie the rooms together into a dungeon.
4:43am - I don't think I'll be doing any coding tonight but I can at least think about the structure of the dungeon.
Let's look at the types of rooms we'll have.
The Foyer Room starts the dungeon with a dramatic but safe room that sets the mood and tells the theme of the dungeon.
The Connecting/Hall Room is a basic room the player can traverse at any time, like an empty hallway.
The Combat Trap Room is a room where the doors seal on player entry and open again when all monsters in the room are defeated.
The Lock Room requires a key to get past.
The Tool Lock Room requires a key item to get past.
The Boss Key Room requires a boss key to get past.
Actually now that I think of it, if I make every room type connected to their exit types, that's a lot of potential room types. I should seperate the rooms from their exits.
So, there's the Foyer, the Hall, and the Combat Trap.
Then there's the Treasure Room, which has a reward on display for the player to pick up.
Then there's the Puzzle Room, which requires the player to solve a puzzle to proceed.
Then there's the Hint Room, which provides the player with a hint.
Then there's the Mini Boss Room, where the player fights a Mini Boss.
Then there's the Boss Room, where the player fights a Boss.
The treasure room may be taking on too much weight since it's a catch all for every kind of treasure. In Zelda games there's usually a map and compass to guide you through the dungeon as well as Keys, a Boss Key and the 'Key' Tool.
I like the idea of having the treasure always appear in a seperate treasure room, though, as opposed to directly falling from the ceiling in a Combat Trap or Hall room when you've defeated the monsters. That way the layout makes more sense, I think.
One thing I won't do is try to make a generator that makes level maps that look like things, which the Zelda games frequently did. Zelda 1 and 4 in particular had dungeon maps that looked like objects or creatures.
But yeah, I should be able to string together some rooms and key puzzles that make sense. I'll check my book again before I figure out what kinds of exits I should have. I mean, I know it'll have doors that take keys but there were a lot of other key/lock relationships they had and I want to read about them again. I'm too tired to do it now, so...
5:06am - I'm going to bed.
Earlier I started analysing the tools from Zelda 3 and 4. I named most of them and their uses. There were a lot less of them than I thought though!
The Sword and Shield I didn't mention since they're basic interaction items. Then there's a few spell medallions in Zelda 3, and a few items with very little use like the Magic Powder, that I didn't mention.
There were thirteen dungeons in Zelda 3, and eight in Zelda 4. Eight is a good number to aim for, I think, plus a final boss.
In Zelda 4 the 'key' tools are gotten from the dungeons this order: Roc's Feather (Jump), Power Bracelet (Lift), Pegasus Boots (Dash), Flippers (Swim), Hookshot (Grab/Pull), L-2 Power Bracelet (Lift++), Mirror Shield (Reflect), Magical Rod (Fire).
Link normally has the Sword, Shield, Bow and Bombs available to him in Zelda 4 almost from the start. The Ocarina is also available without a dungeon, but you have to have a few dungeons complete to get it and then you have to unlock songs. Bottles were added in the Switch remake of Zelda 4.
I think that's a pretty good model, but I want to vary things up between the generated games. That means coming up with key puzzles for each tool I come up with, and combinations of them. I'm not sure if I want to have all the tools available in every game, or just a subset of them, or if I want to have many tools with the same use but different story/appearance.
I liked the way I used a simple word to define the ability given to you by the items. That sort of thing should be able to describe more items that haven't been made yet, if I so choose.
I think I've got a good idea though. Earlier I said I couldn't "Just make a dungeon generator" because of the need to plan for seperate tools. But if I start with the assumption that the player only has one 'key' tool, the one that they get in the dungeon, then I only have to make 'locks' for each tool alone, as if the dungeon was the first dungeon, whatever tool was in it. Then I could expand the dungeon generator to use tool combinations later on, once I'd decided on all my tools.
So! What do I need to do for a prototype?
I need to make a dungeon generator, for one thing. A tool that will logically plan out and design a Zeldalike dungeon.
I need a player character, who can move around inside the dungeon and interact with things.
I need monsters. There were twelve different monster types in the first dungeon of Zelda 4...
There were thirty three different overworld monsters, fourty four different underworld monsters, as well as traps, bosses and mini bosses in Zelda 4.
I'll want to start things off simple, so I'll just make two or three enemy types to begin with, a mini boss and a boss.
I wonder if I should make potential rooms by hand and mix and match them with procgen or do the whole thing with procgen?
Well I suppose the best way to find out would be to do it all procgen and see how it comes out compared to hand-made rooms. After all, if I'm designing the procgen system to make the dungeon rooms then it'll probably make dungeon rooms like I would. I hope. ^.^;;
But yeah. I plan to use a 'room by room' system for the dungeon, where each room is a blocked off piece of content, but they're also connected to form lock and key puzzles. Then there's the Game Maker's Toolkit's famous Boss Keys series. They did a great analysis of the Zelda series' dungeons and I think I can use that to refine the formula and put it on track with the cyclic level generation of Unexplored.
So it sounds like the first thing I need to prototype is a dungeon room generator, and then a player character to test the content in that room, and monsters for the room generator to populate with, then something to tie the rooms together into a dungeon.
4:43am - I don't think I'll be doing any coding tonight but I can at least think about the structure of the dungeon.
Let's look at the types of rooms we'll have.
The Foyer Room starts the dungeon with a dramatic but safe room that sets the mood and tells the theme of the dungeon.
The Connecting/Hall Room is a basic room the player can traverse at any time, like an empty hallway.
The Combat Trap Room is a room where the doors seal on player entry and open again when all monsters in the room are defeated.
The Lock Room requires a key to get past.
The Tool Lock Room requires a key item to get past.
The Boss Key Room requires a boss key to get past.
Actually now that I think of it, if I make every room type connected to their exit types, that's a lot of potential room types. I should seperate the rooms from their exits.
So, there's the Foyer, the Hall, and the Combat Trap.
Then there's the Treasure Room, which has a reward on display for the player to pick up.
Then there's the Puzzle Room, which requires the player to solve a puzzle to proceed.
Then there's the Hint Room, which provides the player with a hint.
Then there's the Mini Boss Room, where the player fights a Mini Boss.
Then there's the Boss Room, where the player fights a Boss.
The treasure room may be taking on too much weight since it's a catch all for every kind of treasure. In Zelda games there's usually a map and compass to guide you through the dungeon as well as Keys, a Boss Key and the 'Key' Tool.
I like the idea of having the treasure always appear in a seperate treasure room, though, as opposed to directly falling from the ceiling in a Combat Trap or Hall room when you've defeated the monsters. That way the layout makes more sense, I think.
One thing I won't do is try to make a generator that makes level maps that look like things, which the Zelda games frequently did. Zelda 1 and 4 in particular had dungeon maps that looked like objects or creatures.
But yeah, I should be able to string together some rooms and key puzzles that make sense. I'll check my book again before I figure out what kinds of exits I should have. I mean, I know it'll have doors that take keys but there were a lot of other key/lock relationships they had and I want to read about them again. I'm too tired to do it now, so...
5:06am - I'm going to bed.