Dungeon Generation Puzzles


Hi,

Long time no see! I've been sick for a week so I haven't been able to work on the game for a while.

This is a pretty big update as I've rewritten large parts of the dungeon generation algorithm. In the previous algorithm, I found it pretty difficult to add puzzle elements to the dungeon (locked doors, keys, levers, etc). There's a lot of questions in general when it comes to placing puzzles. For example, where should the locked door be placed? Where should the key be placed so that the player can reach it? What happens if I have more than one puzzle? Thinking about this questions eventually gave rise to the new algorithm. I won't go on into details on how the algorithm works today, but I might do that some other time.

Thanks to the rewrite, I could easily add a new room type where you have to cross a dangerous room filled with spikes in order to pull a lever that opens a portcullis. I will definitely add more puzzles in the future, the more the merrier!

I also changed the look of the minimap and removed the save/load system for the demo. I found that the demo was so short that there really was no purpose in having a save system. It will be available in the full version of the game though!

Here's some screenshots of the new puzzle room:

 

Files

nekyia_demo_v0.2.0_win64.zip 85 MB
9 days ago

Get Underworld Quest Demo [Working title]

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