Formally making a ticket for this. These are the base requirements for Dungeon Crawling implementation.
Summary
Procedurally generated Dungeons in a similar vain to Dicey Dungeons. The goal is to have random events occur on tiles ahead of the player as they traverse each floor. This can range from rewards like money to Armor/encounters.
Implementation Details
Each floor must have a Level. This level is used for dungeon generation.
Each floor must have a maximum tile count that can be adjustable
Floors must be able to be upgraded such that their tile count can increase
Max tile count increases need to generate a larger space for more tiles to be added
All Dungeons are stored inside a Tile matrix, this matrix needs to be expanded for tile size increases
The constant values for the starting tile size should never change. The only thing that changes will be
the Tile matrix itself
Each floor can only be expanded by the player advancing. Tiles will not exist otherwise.
Formally making a ticket for this. These are the base requirements for Dungeon Crawling implementation.
Summary
Procedurally generated Dungeons in a similar vain to Dicey Dungeons. The goal is to have random events occur on tiles ahead of the player as they traverse each floor. This can range from rewards like money to Armor/encounters.
Implementation Details