Game
Mancers: One More Floor

4 years ago

Mancers Memos nr. 4 - The Key (Rooms) to Adventure


Today's Topic:

Key Rooms and Optional Rooms!

The Dungeons in Mancers always spawn randomly. That's kind of the staple of Mystery Dungeon games of course, it's what makes every run you do in a Dungeon a new experience.

But sometimes, we might want to spawn a particular room or set of rooms when generating a Dungeon floor. To make this possible, we added Key Rooms. Let's have a look at how they work.


Let's take this little set-up here, we have this heart-shaped bunch of trees. Let's say we wanted to show this bunch of trees to the player on a specific Dungeon Floor. We can do that by adding it as a Key Room.

dpn6c9mlzj.png

For each floor of a Dungeon, we have a data sheet. These sheets contains a bunch of info about what should be on the floor. For example we can set which types of enemies and items should spawn, how big the floor should be and, of course, which Key Rooms should be on the floor.

ngpsjdysj7.png

To add a Key Room to a Dungeon floor, it's as easy as adding that bunch of trees we just made to the list of Key Rooms that need to be spawned in. During the Dungeon generation process, the Generator will take the data sheet for the current floor, make an instance of every defined Key Room in the list and then spawn them into the Dungeon. The result is this:

ypa42m0zxv.png

And there we go! Our bunch of trees now spawns into the Dungeon on the floor we set it on! We can set as many Key Rooms as we like in per floor, so the possibilities of these Key Rooms are virtually endless! For example we can set up story-driven encounters in a Dungeon, have some cool mid-Dungeon boss fights or we can add floor-wide or even Dungeon-wide puzzles!

They're going to make it possible to do some really cool stuff with the Dungeons in the future...


That's it for the Mancers Memo for this week. This was a bit of a more text-heavy one, so if you're still here thank you so much for taking the time to read this. If you want to stay up to date on the progress of Mancers: One More Floor you can go to our page hereĀ and follow the game.

Talk to you later!

~Tea Mass Coterie



0 comments

Loading...

Next up

Mancers Memos nr. 1 - A New Name

New Mancers Class: the Brute!

The Mancers and their followers are strong and their numbers are many. To defend your weaker party members from them, the Brutes come into play. With their heavy armor and large shields, they'll keep the enemy at bay!

New Mancers Class: the Beastmasters! Hunting and tracking down magical criminals can be a difficult task. Better bring some back-up! Beastmasters make use of magic familiars and trained pets to help them find and take down their targets!

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

For this years Global Game Jam, we've made a short horror game based on the theme Lost and Found!

In GOAT, your objectives are simple: 1. Make your way down the mountain. 2. Don't get lost. 3. Don't get found.

Download it here: https://gamejolt.com/games/GOAT/581910

Welcome @pracystudios to Game Jolt!

They're the developers behind Nocturne, a Rhythm RPG inspired by Chrono Trigger and Undertale, where every enemy has a unique song, which you defeat by playing notes Guitar Hero style.

Mancers: One More Floor Devlog nr. 2: Speed bumps

We added enemies from later Castlevania games to Holy Fires. Check out Ukoback and Skeleton Gunman from Symfony of the Night (among others). To make them fit in Holy Fires, we gave them a bit of a visual overhaul. (also check out our new page-banner)

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Castlevania: Holy Fires Version 2.0.0: Casual Mode is now live!

Check out the article below to see what's new in this update!

Check our page for the download! https://gamejolt.com/games/holy-fires/432271