Temple of The Roguelike Forums
Development => Design => Topic started by: SomeGuy on October 18, 2017, 10:32:14 AM
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Randomly generated using small chunks of map.
Maps end up looking like this:
(https://i.imgur.com/zqBiES5.png)
It is for a sci-fi rl that takes place inside a spaceship.
The colours in the screenshot are NOT the ones in the real game. It only shows the map layout itself. It is missing (on purpose for topic) all the map features, fov, enemies, etc... Also walls ASCII character could be changed to "#" instead.
What do you think about the map layout? Does it look too much labyrinthic? Too many corridors? Too many rooms? Does it look "too random" or some defined structures can be clearly defined by the player? Does it look interesting to explore in general terms? Could it look like a spaceship or it looks too generalist? Would it look better with more wider corridors? Would it look better with more bigger rooms? Should it have more or less "walkable" space? Would it look better if it looked more symmetric? Would it look better if it had less variety of room styles?
Any constructive thought will be welcome.
Thanks beforehand : )
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It looks really nice, especially as *idea*, I'd like to know more about implementation of that map generation. Although, it would benefit of more chunks of map - it looks strangely repetitive at the borders of the map. The problem is, it doesn't look like spaceship interior at all. Too messy, too... unstructured. Would work great as as *mine-like* levels, thought.
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It looks really nice, especially as *idea*, I'd like to know more about implementation of that map generation. Although, it would benefit of more chunks of map - it looks strangely repetitive at the borders of the map. The problem is, it doesn't look like spaceship interior at all. Too messy, too... unstructured. Would work great as as *mine-like* levels, thought.
I changed it a bit: made more wide corridors. Made more rooms. Reduced the "messy" feeling a bit.
Also, I should post before an image with the real fov and colours, because yes, that first image looks awful.
Anyway, this is how the player could see it already in-game:
Here with original wall style
(https://i.imgur.com/EKisFAe.png)
Here with a different style:
(https://i.imgur.com/fBoaclZ.png)
Both images use the same algorythm, but different wall style.
Opinions?
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It looks a bit generic and featureless. I think a spaceship should have some kind of plan with rooms and areas that have a purpose. It's a difficult thing to do for sure and it's not that bad to use "generic" style, because the game is so much more than just the level design.
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To me, it resembles a slum in a (very) crumbling city. The last dying gasp of NYC, 2299. Needs a few tarps and barrel fires to spruce it up.
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How about this new design?
(https://i.imgur.com/kmt7bIY.png)
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Would be nice to see whole level explored. If I have to judge by that example, new design seems better.
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Would be nice to see whole level explored. If I have to judge by that example, new design seems better.
Maps also have a random generated name.
This one is called "Control Server" (the game is sci-fi)
(https://i.imgur.com/d0tfTJc.png)
Thnx for the feedback.
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The layouts look nice regarded as pictures. Functionally I have the following concerns:
1. Lots of corridors and choke points.
2. Lots of circuits, i.e. closed paths encircling walls.
3. Meandering and aimless features.
Corridors and other 1-tile choke points usually have a dominant tactical effect if the combat system is remotely reasonable (i.e. there is a significant amount of movement during combat). You can build combat around trying to mitigate that effect, but it's better just not to generate 1-tile chokes.
Circuits are a problem because they open the possibility of limitless kiting and other repetitive nonsense. Unless you have a very tight time limiting mechanic this will lead to tedious combat tactics in a reasonable combat system. It's especially problematic if you have regeneration of hp or mp-like resources over time during combat.
In some of your images you have zigzagging corridors and all have a lot of dead ends. Unless there's some particular reason to have a dead end, you shouldn't generate them. They are boring and become tedious if there are a lot of them. The same is true of zigzags. The maps don't really have any structure or direction to them. The standard excuse is to claim, falsely, that structure and direction are at odds with randomization or that it is common throughout the genre to generate fairly homogeneous maps. In reality, these are arguments for low standards.
The maps have good density and screen usage, but you could do with less total floor space, if these maps are representative of actual levels. I would suggest introducing negative space, areas filled with wall, to provide a bit of form and keep levels to a more manageable size and complexity.