Official development blog

Tag Archives: Map Generation

Garrisons

Last time we looked at what happens when you use the Unlock hack on a Garrison Access machine. Now about that rabbit hole… SPOILER WARNING: This post is going to be absolutely full of spoilers. There are so many details to the implementation of this feature that tip-toeing around them would be annoying and not […]

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Traps

Traps. Right, that’ll be easy. Design a handful of spaces that when stepped on by the player cause any of a number of effects. Just a couple days of work. Or not. That might be the case with traps in most roguelikes, but not Cogmind traps. Two weeks later, they’ve been heavily integrated into many […]

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Map Composition

Much of the “living dungeon” concept described previously applies to the main complex, and some branches. Roguelikes of significant scope tend to use a combination of map generation techniques, necessary to fill the game world with unique maps appropriate for their respective areas. Different map types are also likely to require different algorithms to populate […]

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Furnishing a/the Dungeon

Most traditional roguelikes are pretty barren, especially those of the subterranean variety where a map is composed of rooms empty except for monsters, items, and a small selection of interactive props or obstacles (e.g. altars, plants, pools of some liquid). This reflects, and highlights, the genre’s focus on tactics and strategy. If an object doesn’t […]

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Dungeon Prefabs

Procedurally generated maps are great, but even with variety factored into an algorithm it naturally won’t produce anything outside its parameters. This is good in that it keeps the style consistent, but individual areas sacrifice character as a result. Hand-crafted map pieces can restore some of that character where you really need it, be that […]

Posted in Design, Dev Series: Procedural Maps | Also tagged , , | 5 Responses