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.
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.
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:
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 here and follow the game.
Talk to you later!
~Tea Mass Coterie
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