![]() The prison is getting a large cell block room.The sewers is getting a large circular sewer basin room.Ideally I want each region to have a bunch of diversely shaped rooms that make them feel different from each other. Historically rooms like this (such as sewer pipe rooms and cave rooms) have had the most meaningful impact on how distinct each region feels. Let’s start with the simplest change, I’ve added one new room to each of the game’s five regions, and made improvements to several of the game’s existing region-specific rooms!įor the new regional rooms, I tried to focus on more distinct room shapes that worked best at large room sizes. So, for v0.9.1 I’ve taken a look into the levelgen system and identified what I think are the easiest, but also most impactful improvements I can make. Levelgen was one of the options, and won by a pretty commanding margin. Things have been largely unchanged from v0.6.0, with just a few small improvements here and there.Īfter v0.9.0 was released, I decided to do a poll on Patreon with a few options for what content I could add in v0.9.1 alongside new talents. Aside from adding secret rooms in v0.6.2, I haven’t done that much with the new levelgen system though. You can read a bit more about that here: part 1, part 2. ![]() Way back in v0.6.0 I reworked Shattered’s level generation algorithm with the goal of making it much more flexible and powerful. Hey Dungeoneers, v0.9.1 is progressing nicely, so it’s time for me to share one of the two major things I’m working on for it! In addition to new talents (more on that soon), v0.9.1 will feature some big improvements to the game’s level generation algorithm! Why Levelgen? Coming Soon to Shattered: Levelgen Refinements! ![]()
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