Doesn't most of the random dungeon generation in 2d games usually have a grid based function? Like a dungeon crawler.
This is the more preferred one because instead of only tunnels, there are Tunnels and Rooms.
The only issue is probably fog of war, and the object used for walls, but if proper texture is used, it'll look like a solid map.
Maybe using black fog of war is good, but leave the fog out of the minimap so players can "explore" and then retrace their steps when lost...
The other issue is minimap showing the "ground" and walls, when in dungeon crawlers you get only tunnels and rooms, with the rest of the area black...
2d dungeon crawlers are usually grid-like so every turn and position is designed to be proper. This random dungeon created weird walls and rooms that seems more like a maze than a dungeon lol... And yes there are differences, as mazes are design to be clausterphobic, while dungeons have multiple rooms and functions.
I played a few DS based dungeon crawlers and yes, you must separate certain levels in the dungeon to some limit...
Say [dungeon 1] is the easiest, so it has 1 floor and "dungeon complexity" would be low.
As for the minimap, you might need to make a button to "view entire map" or something, but I'm not sure how you'd do that... In dungeon crawlers, it's better off not giving players too much view on the area, and best for a 100% top down view so the angle doesn't let them see things they aren't suppose to see.
I wish a dungeons and dragon map will appear in the community with the full function of actually modifying the terrains to your whim as a dungeon master...
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Doesn't most of the random dungeon generation in 2d games usually have a grid based function? Like a dungeon crawler. This is the more preferred one because instead of only tunnels, there are Tunnels and Rooms.
The only issue is probably fog of war, and the object used for walls, but if proper texture is used, it'll look like a solid map.
Maybe using black fog of war is good, but leave the fog out of the minimap so players can "explore" and then retrace their steps when lost...
The other issue is minimap showing the "ground" and walls, when in dungeon crawlers you get only tunnels and rooms, with the rest of the area black... 2d dungeon crawlers are usually grid-like so every turn and position is designed to be proper. This random dungeon created weird walls and rooms that seems more like a maze than a dungeon lol... And yes there are differences, as mazes are design to be clausterphobic, while dungeons have multiple rooms and functions.
I played a few DS based dungeon crawlers and yes, you must separate certain levels in the dungeon to some limit...
Say [dungeon 1] is the easiest, so it has 1 floor and "dungeon complexity" would be low. As for the minimap, you might need to make a button to "view entire map" or something, but I'm not sure how you'd do that... In dungeon crawlers, it's better off not giving players too much view on the area, and best for a 100% top down view so the angle doesn't let them see things they aren't suppose to see.
I wish a dungeons and dragon map will appear in the community with the full function of actually modifying the terrains to your whim as a dungeon master...