Game
Mancers: One More Floor

5 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

The Fourth and Final Level. We're finally making it. Here you see the entrance to Dracula's Inner Sanctum. A walkway surrounded by a giant moat of blood. Can't stay too long to enjoy the nice surroundings though, the blood rises...

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!

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

Play @pm-studios ' Bandit Trap Open Beta!

Grab your rocket chairs, vacuums, and toilet tornadoes! Report one more time for our final beta! Live through March 23rd 6 am CET.

Complete quests based on the game!

Play the beta: https://bit.ly/BanditTrapBeta

Mancers Memos nr. 2 - Winding Paths and Dummy Rooms

BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

It ends on March 23rd at 6 am CET!

Mancers Memos nr. 1 - A New Name

We're upgrading Mancers from 16x16 to 32x32 pixel art! Plus we're adding some pumpkin-elements to the enemy sprites! It'll be explained in the game we swear... Here's the new look and the old look for the Gobster Buffboi enemy side by side.

This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.

Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta

Castlevania: Holy Fires Version 1.1.0 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