Devlog: Dungeon Generation - Part I
Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers. Lets explore what it entails, point by point:
============ Thats all for now. Until the next devlog!
[ 2024-02-03 13:28:39 CET ] [ Original post ]
Hello everyone!
In todays devlog well demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.
Lets start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:
- There isnt much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
- All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
- The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.
Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers. Lets explore what it entails, point by point:
- Different dungeon types will use different generation rules: the structure of Crypts will have noticeable differences from the structure of Bastions or Catacombs.
- Dungeons will feature varying visuals and room presets depending on their tier: the higher the tier, the more opulent a dungeon will appear, and the greater diversity of rooms it will display. Tier 4 and 5 dungeons in particular will look especially awe-inspiring.
- All dungeons will be split into two categories: generic and large, the latter consisting of two floors. We dont have plans to introduce dungeons deeper than that: three floors or more would be way too tiresome and draining in most scenarios. The visuals will change depending on how deep you go: lower Crypt floors, for instance, will appear more damaged and use alternative room layouts.
- Rooms with bosses or contract objectives will spawn in dungeons farthest reaches, with secondary rooms branching off from the main path rather than being a part of it, giving you options for additional exploration.
- The updated visuals for dungeon descents and ascents will make them easy to spot and separate from one another: descents will always be a part of the floor, and ascents will be built into dungeon walls, just like they are right now.
- We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies stats, especially high tier ones).
- Rather than remaining the same once they spawn (or respawn after being cleared), dungeons will be generated when you enter them for the first time, just like in the earlier versions of the game (the layout wont change if you save your progress after discovering it though). This will make dungeon exploration more engaging and unpredictable, since the ability to familiarize yourself with the location of enemies and traps throughout multiple save-load attempts wont be as easily available by default.
- Secret rooms will be generated once per dungeon instead of once per floor. The roster of available secret rooms and their visuals will also depend on a dungeons tier.
- Even though its not directly related to the Dungeon Generator, we decided to rework the Noise and Enemy Awareness Systems, as the old ones didnt work well with new dungeon layouts.
- New Crypts will appear as spacious tombs, with large hallways connecting separate burial chambers that are protected by stone plates. To access such a chamber, your Character will need a crowbar.
- Crypts wont have wooden doors or narrow passages. Their vast halls will demand some clever maneuvering if you want to avoid getting surrounded by the Undead.
- Among other things, Crypts visuals will be affected by Dungeon Modifiers. Each dungeon type will have its own set of possible complications: for example, wafts of nauseatingly greenish air will signify the presence of Miasmas.
- The varied and unusual objectives of the reworked Contracts System will affect dungeon layouts as well: for instance, Wells of Souls will serve as spawning points for Wraiths, and the Holy Figurine contract will work quite differently from how it does right now
- We also changed how the Loot System functions in Crypts and added a number of new items that cant be found anywhere else. Here are some of them:
============ Thats all for now. Until the next devlog!
Stoneshard
Ink Stains Games
HypeTrain Digital
2020-02-06
Indie Strategy RPG Singleplayer EA
Game News Posts 142
🎹🖱️Keyboard + Mouse
Mostly Positive
(25515 reviews)
http://stoneshard.com/
https://store.steampowered.com/app/625960 
Stoneshard Linux [245.94 M]
Stoneshard is a challenging turn-based RPG set in an open world. Experience the unforgiving life of a medieval mercenary: travel across the war-torn kingdom, fulfill contracts, fight, mend your wounds and develop your character without any restrictions.
EXPLORE THE RAVAGED LANDS
- Open World
War always leaves its mark: villages lie in ruins, dungeons are infested with monsters and old roads are abandoned. Travel across Aldor and learn more about its past. - Economy
The wartime economy is ruthless, but it also presents many opportunities: fulfill contracts, hunt for treasure, trade in a variety of goods and travel the land to earn your fortune.
CHOOSE YOUR PATH
- Character Development
Experiment with 100+ abilities and 200+ equipment pieces without any class or level restrictions. Create your very own playstyle! - Enemy Variety
Take part in intense battles against numerous factions. Brigands, abominable cults, the undead - all of them require a unique approach. - Tactical Battles
There is no hand-holding. Only the thoughtful ones shall prevail - plan a few turns ahead, adapt to your surroundings and fully utilize your character’s strengths.
SURVIVE AGAINST THE ODDS
- Health System
Master the simple but deep health system: cauterize bleeding wounds, relieve pain with alcohol and drugs, practice bloodletting and heal your maladies with various concoctions. - Psyche
Different in-game situations have a distinct influence on your character’s mental condition. High morale may turn the tide in your favor when fighting even the most hopeless of battles, while low sanity brings panic attacks and paranoia. - Permadeath
Do you like risk? Then try out the Ironman mode, where every decision is irreversible and your character dies once and for all.
PLANNED UPDATES
- New Content
New settlements, including three majestic cities. New enemy factions: the mysterious Deep Dwellers and the ruthless Hive. Even more activities, equipment, enemies and abilities. - Caravan
Gather your caravan: upgrade it, find new routes and recruit followers - their skills and abilities will surely come in handy. Feeling tired? Return to your camp to hear fresh stories or just rest by the fire. - Devotion
Devote yourself to one of the aspects of the enigmatic deity. But remember: every blessing has
its price. Are you ready to make a pact? - Campaign
To solve the mystery of the Stoneshards, you’ll have to visit dozens of exciting locations, make decisions with long-lasting consequences and slay a number of ferocious bosses. - Alchemy & Cooking
Discover new recipes and experiment with potions and dishes by combining different ingredients.
MINIMAL SETUP
- OS: Ubuntu 18.04.2
- Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 512 Mb or equivalent
- Storage: 500 MB available space
- OS: Ubuntu 18.04.2
- Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 512 Mb or equivalent
- Storage: 500 MB available space
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