Wrapping up the gauntlet level for #unexplored2 #dungeon23. It has become a complex, trap-filled space. The generator has several options to create structures & to theme traps differently. The main objective is to find the two levers to disable the force gates guarding the exit.
You might be able to find more force gates that are actually linked to the same levers that disable the ones blocking your progress. In them you might find a boon, but chances are that you might also unleash a bane into the level... #dungeon23 #unexplored2 #gamedev #indiedev
#indiedev #gamedev #unexplored2 #dungeon23
Why put your trust in a single force gate when you can also build two? Especially when they summon these relentless animated blades when you get too close! #unexplored2 #dungeon23
I thought the 'wall eyes' a new trick. If the eye at a spots you, it will teleport you back to b and activate the turrets in c. It can't teleport you again while it remains active. So during the window to pass a safely the turrets in c are always active... #unexplored2 #dungeon23
I wasn't making good use of corridors as confined spaces suitable for traps. That will change. Here's an example of two close quarters automatons guarding a passage. They are activated by a hidden sensor, which you might detect if you are paying attention. #unexplored2 #dungeon23
Expanding the palette to build traps with this new trigger type, which I dubbed 'wall eyes'. It is a sensor looking in a fixed direction. If you get close to its narrow field of vision it will set of a warning, if you step into it'll trigger something. #unexplored2 #dungeon23
Moving up a level for #unexplored2 #dungeon23. We have a trap-filled gauntlet built around the 'uncertain return cycle' pattern: to unlock (b) to the next level at (c) you need to traverse through at least 1 valve. The way back is not the same and it will be as easy... #indiedev
#indiedev #dungeon23 #unexplored2
I added these rules do add corridors around rooms that are marked as small but generate fairly large. They were intended for interiors but now the game treats me with this awesome looking double walled garden. And I think it looks awesome! #unexplored2 #pcg
Today I was working on the bigger rooms. Making sure they are generated with more 'texture'. 'Big gates' are detected, and I improved the rules that located the center of a room, and added a trick to make a room that was too large smaller (e).
#unexplored2 #dungeon23 #indiedev
#indiedev #dungeon23 #unexplored2
Today's effort for #unexplored2 #dungeon23 was to flesh out one of the possible encounters that will make it difficult to proceed in the dungeon. These 'Yertles' have decided to lock the gate to the next level, and they won't like it if they catch you snooping around. #indiedev
#indiedev #dungeon23 #unexplored2
Today I have been working on the small 'side rooms'. These can be filled with all manner of things. Rubble, pottery, and wells, for example. But the local folk can also convert them into dormitories, armories, and kitchens based on their needs. #unexplored2 #dungeon23 #indiedev
#indiedev #dungeon23 #unexplored2
Moving on to the 2nd interior level of the new Prime Elemental Forge location for #unexplored2 #dungeon23. This site is a large labyrinthine interior space. There are few hazards, but it will likely host the folk that call this site home.
a) the main entrance, guarded
b) the main room, local folks be will be here in force
c) exit to the next level
d) possible back entrance from the lava cave
e) blocked passages that can be cleared but not without attracting attention.
The gate in courtyard of the entrance to the prime elemental forge is now a magic force gate. You'll need to switch off the furnace in the crypt below to deactivate its magic. Until you do, you better not get too close... #Unexplored2 #dungeon23 #indiedev #gamedev
#gamedev #indiedev #dungeon23 #unexplored2
Exploring the lava cave you can spot a room with a chest and a staircase leading up. To reach it you first need to cool the lava though (or make clever use of a blinking spell...)
Still one day behind for my #unexplored2 #dungeon23 #indiedev #gamedev
#gamedev #indiedev #dungeon23 #unexplored2
I wanted to place a regular sigil forge in the room before the furnace, but it was tricky. The space tends to be large. But I came up with a good solution: segment the space into smaller rooms. It now starts to make much more sense. #dungeon23 #unexplored2 #indiegame #indiedev
#indiedev #indiegame #unexplored2 #dungeon23
Bit of a crazy day today so I barely had the time to decorate this room. The lava can now be cooled by harvesting the flame sigil here. It just might reveal some extra paths... #unexplored2 #dungeon23 #gamedev #indiedev
#indiedev #gamedev #dungeon23 #unexplored2
A forge needs heat, right? So it makes perfect sense that in the crypts below you have to deal with lava. Today I did the main structure for this level, leaning heavily on a classic lock-and-key cycle.
#unexplored2 #dungeon23 #indiedev #gamedev
#gamedev #indiedev #dungeon23 #unexplored2
Today I am starting a new level as my focus for #unexplored2 #dungeon23. It will be a redesign of the final level with the Prime Elemental Forge. Spoilers ahead! (In so far a generated game can be really spoiled) #gamedev #indiegame 1/6
#indiegame #gamedev #dungeon23 #unexplored2
The last room this level contains a tome with necromantic lore, but will also spring its final fiery surprise on the hero.
This concludes my first coherent #unexplored2 #dungeon23 level, so I also include a complete recap of the level. Even if the generator has moved a few things around by now. Nevertheless I am quite happy with the overall result...
You need to deal with some crawling skeletal abominations before you can open the gate to the final room of this level. Unfortunately this might also cause a new problem. #dungeon23 #unexplored2 #indiedev #gamedev
#gamedev #indiedev #unexplored2 #dungeon23