Author Topic: Drunken Master cave generation  (Read 28984 times)

Endorya

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Re: Drunken Master cave generation
« Reply #15 on: May 16, 2014, 12:22:17 PM »
Oh yes. If you are designing a game hoping for this feeling of exploration mystery, scrolling is a nice tool. Sometimes small side room or little hidden caves off the main corridor can give he same idea.

Even if the map scrolls there is often a minimap, you can still do a grid style exploration if you want, it just takes longer to get to the side of the map.

So in the end you can get the effects you want either way, with differences with each style. In Brogue you can often tell when there is a hidden area because of the 1 screen level scheme. Not always, but often.

Yeah, I guess your right.
« Last Edit: May 16, 2014, 12:24:46 PM by Endorya »
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reaver

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Re: Drunken Master cave generation
« Reply #16 on: May 16, 2014, 01:22:47 PM »
I always know, more or less, how much longer it will take to have the whole level explored just by noticing the screen's remaining empty area.

This can be trivially fixed by randomly masking off areas when generating a level, otherwise indeed it gets too predictable. It's still fun though "knowing" that there's a secret area nearby and looking for it. Intuition gathered from lazy dungeon design, but still...