nsmryan / RustRoguelike

This Rust Roguelike is a Roguelike written in Rust.
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Changes to Level Layout/Progression #330

Open MicroChasm opened 3 years ago

MicroChasm commented 3 years ago

We might want to make it so that the player starts on one side of the level (left side, top side), and has to leave the level by traversing to the other side. Levels should potentially be longer in the direction of travel if we do it this way.

As the game progresses, you go from being able to leave on any tile to having to leave by certain tiles that are openings in a wall, to finally having to leave by first finding a key as you go deeper through the concentric areas of the city.

nsmryan commented 3 years ago

Intertile wall shadows need to be offset to display under/next to the wall instead of on it.

nsmryan commented 2 years ago

Start with something like three levels, each finished by reaching the right side, and each different in some way such as in the procgen parameters. Try to make levels more open as they progress. Also try to have themes- city, grass, windy.

Windy is open and rubbly. The particle effect is faster. Grass has a lot of grass, grass itertile walls. large patches of empty grassland. City is just wally and stony.

Try to determine what makes the level hard as these are generated, with the idea of going towards a difficulty number. This will feed into how levels connect, such as the idea of three major paths of different difficultly that can be moved between each level.

nsmryan commented 2 years ago

Once there is some level progression, put in choosing skills between levels. Choose one skill when class is chosen.