{"author_name":"pusheax","cat":"LD #28","comments":[],"epoch":1387288560,"likes":0,"metadata":{"p_key":"34336","p_author":"pusheax","p_authorkey":"8150","p_urlkey":"69883","p_title":"Dungeon generation, mechanics postmortem","p_cat":"LD #28","p_event":"LD28","p_time":"1387288560","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"8150","us_name":"pusheax","us_username":"pusheax","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p style=\"text-align: center\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/SKULL.png\"><img class=\"alignnone size-full wp-image-322638\" alt=\"SKULL\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/SKULL.png\" width=\"100\" height=\"108\" \/><\/a><\/p>\n <p>I made a game called <a title=\"DungeonWish\" href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-28\/?action=preview&amp;uid=8150\">Dungeon wish<\/a>. It&#8217;s a 1-minute roguelike. I described it in detail in my notebook. Do not do that when you design for fun! Your intuition is enough. Just <strong>start with a basic idea<\/strong>, <strong>test it<\/strong> and continue designing from there.<\/p>\n <p><strong>Dungeon generation<\/strong><\/p>\n <p>I wrote it on the first day. It was unnecessarily complex:<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeon_tiles.png\"><img class=\"alignnone size-medium wp-image-322601\" alt=\"dungeon_tiles\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeon_tiles-300x300.png\" width=\"300\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeon_tiles-150x150.png 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeon_tiles-300x300.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeon_tiles-550x550.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeon_tiles.png 700w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n <ol>\n <li>One level &#8211; 3&#215;3 grid with blocks (4&#215;4, 16 tiles).<\/li>\n <li>Algorithm for connecting 3 blocks<\/li>\n <li>Algorithm for connecting doors with adjacent blocks. Doors can have 2 orientations: vertical, horizontal.<\/li>\n <\/ol>\n <p>Instead of this system I should have tested block destruction mechanic as early as possible.<\/p>\n <p><strong>Convoluted energy mechanic<\/strong><\/p>\n <p>Nobody understood my energy mechanic. I failed to communicate this mechanic clearly through gameplay. But it&#8217;s the core mechanic of DungeonWish. When you understand it the game becomes interesting. Only then you can appreciate wish system I implemented.<br \/>\n Basically, energy is the only resource in the game which is restored with fountains. When you loose all the energy, you die.<\/p>\n <p><strong>Magic mechanic<\/strong><\/p>\n <div id=\"attachment_322645\" style=\"width: 710px\" class=\"wp-caption alignnone\"><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeonwish_magic.gif\"><img class=\"size-full wp-image-322645\" alt=\"GIF with dungeon magic\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/dungeonwish_magic.gif\" width=\"700\" height=\"700\" \/><\/a><p class=\"wp-caption-text\">GIF with dungeon magic<\/p><\/div>\n <p>Initially green platform was supposed to open doors and trap player. It proved to be too hard to implement with randomly generated levels. So I made green blocks perform some dungeon rebuilding magic. I figured this out through playtesting!<\/p>\n <p><strong>Roguelike with only two items<\/strong><\/p>\n <p>Hammer and rope. You can use rope to climb down a pit. I planned to use hammer for throwing but never got to that.<\/p>\n <p><strong>Conclusions<\/strong><\/p>\n <p>Notch is designing for fun. It means he has a playable prototype at initial stages of the game. I only had <strong>playable buggy version<\/strong> in the <strong>middle of the second day<\/strong>. And after I got it playing I understood that some of my design decisions were improper for the game feel.<\/p>\n <p>Overall LD28(LD48?) was great! It helped me advance my design thinking.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dungeon-crawler\/\" rel=\"tag\">dungeon crawler<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dungeon-generation\/\" rel=\"tag\">dungeon generation<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"December 17th, 2013 8:56 am","title":"Dungeon generation, mechanics postmortem"}