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View Code? Open in Web Editor NEWprocedurally generated roguelike game written with rust and amethyst
Home Page: https://wastrel.itch.io/moonsanity
procedurally generated roguelike game written with rust and amethyst
Home Page: https://wastrel.itch.io/moonsanity
community useable story format
maybes:
need like a good few fonts
others?
ttf is good format for amethyst
so we want to generate dungeons of increasing sizes as we descend
each floor has some number of exits (depending on possible story hooks available/unlocked/by chance) and enemies should be weighted towards those on lower floor through that exit. e.g. more alien creatures en route to scifi exit.
so we need to create a tree with leaf nodes that are exits/lore/save with roughly the same distance from the root (which would be entrance). I think we don't need to have multiple entrances in to a generated floor, one should be fine. player will be unaware what they are on path towards other than changing monster composition.
nodes should carry weight associated with difficulty/size and then we can balance the branches depending on leaf. so save/lore rooms should likely have lower total weight than exit rooms. this should give a reasonable map.
so each Room
node on the Level
tree should have a weight calculated by difficulty and size. we can generate a bunch of freestanding Room
instances and then do some sort of packing algorithm (but don't always want the biggest one at the start, so we can pack in largest first but then shuffle the order of the branch).
question: should relevant lore only be on path to that exit? (e.g. no horror lore on path to scifi exit?)
also earlier levels will have fewer total rooms.
spatial overlap is not important (doorways don't have to make spatial sense, rooms can overlap logically) -- maybe a powerup will make all rooms euclidean...
Secrets are good, having false walls or hidden doors is scary
community useable story format
maybes:
a user friendly way to describe tiles in a tileset could allow anyone to share their tiles
Horror games usually have limited rear visibility
Vampires and stuff sneak up from behind
Maybe pick up item such as rear view glasses or mirror to see behind
With tileset I found you can have 1x1 tiles or thin edge tiles or 2x2 tiles.
There are also floor decorations that could be under other decor.
Likely only want to spawn floor tiles on walkable area.
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editor/Cargo.toml
amethyst 0.15.3
rand 0.7.3
nfd 0.0.4
ron 0.6.2
sanity-bin/Cargo.toml
amethyst 0.15.3
direction 0.17.10
log 0.4.11
rand 0.7.3
ron 0.6.2
serde 1.0.117
wfc 0.9.2
bracket-pathfinding 0.8.1
strum 0.19.5
strum_macros 0.20.1
sanity-lib/Cargo.toml
amethyst 0.15.3
bracket-pathfinding 0.8.1
serde 1.0.117
strum 0.19.5
strum_macros 0.19.4
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