10:00pm - Well, I'm up and working relatively early today. It's only a couple days left to the local start of the 7DRL jam. That's a week blocked out for making an entire Roguelike game. I prepared my Godot install for it already with some basics set up, and I've been working on the theory for my Unreal Dungeon Generator so that I can use the same theory for my 7DRL. I want to get that done before I'm out of time and have to develop the rest during the jam itself.
I realized at some point that while interesting for the game Unexplored where you go down and have to come back up, using loops might make it so that my dungeons are less straightforward and more maze-like by having multiple routes to the goal and no reason to go back. So I might try making a straight path through the dungeon as the main 'route' and have the optional side routes be loops instead, since most players will want to explore everywhere and won't know which is the correct route anyways.
The side routes could also be straight in and out, but mostly I'd want them to come back to the main route at the end of the loop instead of forcing the player to go through it twice.
Hmm...
Actually, now that I think of it, why don't I make it so that there's a straight route to the goal, but put a Boss Key Door there, and hide the Boss Key in one of the side loops?
There'd be at least three side loops, with the Map, Compass and Boss Key and they'd have the same function as in Zelda. Of course, this is a roguelike so there will be other treasures along the way, and monsters too.
If I grow this generator after I'm done with the two projects I'm making it for, I might be able to make the Zelda-like dungeon creator by adding a fourth path with a gimmick key-tool and gimmick locks.
For now though, I'll try and restate what I've got for the Dungeon Generator procedure.
11:03pm - Okay I've got a good pattern for generating dungeons now, and I like the way it looks.
Things are getting serious with the guys, there was a death in the family, so I'm going to stop for now. I think I'm ready to start the 7DRL when I have to.
I realized at some point that while interesting for the game Unexplored where you go down and have to come back up, using loops might make it so that my dungeons are less straightforward and more maze-like by having multiple routes to the goal and no reason to go back. So I might try making a straight path through the dungeon as the main 'route' and have the optional side routes be loops instead, since most players will want to explore everywhere and won't know which is the correct route anyways.
The side routes could also be straight in and out, but mostly I'd want them to come back to the main route at the end of the loop instead of forcing the player to go through it twice.
Hmm...
Actually, now that I think of it, why don't I make it so that there's a straight route to the goal, but put a Boss Key Door there, and hide the Boss Key in one of the side loops?
There'd be at least three side loops, with the Map, Compass and Boss Key and they'd have the same function as in Zelda. Of course, this is a roguelike so there will be other treasures along the way, and monsters too.
If I grow this generator after I'm done with the two projects I'm making it for, I might be able to make the Zelda-like dungeon creator by adding a fourth path with a gimmick key-tool and gimmick locks.
For now though, I'll try and restate what I've got for the Dungeon Generator procedure.
11:03pm - Okay I've got a good pattern for generating dungeons now, and I like the way it looks.
Things are getting serious with the guys, there was a death in the family, so I'm going to stop for now. I think I'm ready to start the 7DRL when I have to.