XaiJu
Shattered Pixel
Shattered Pixel

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Levelgen Options! | Patreon Poll #25

Hey Patrons!

In last month’s poll, you guys voted quite strongly for v1.2.0 to feature some improvements to the game’s levelgen. Levelgen is a pretty broad thing though, so for this poll I’d like you guys to vote on some specifics! I’ve tried to focus the options around the things that I think there’s the most potential for, a lot of which focused on additions.

The strength of support for each option will determine how I prioritize levelgen improvements in v1.2.0!

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Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice.

All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!

Standard Rooms

Standard room additions have been a focus of almost every levelgen update I’ve made, and for good reason. They form a baseline for the variety of how levels are laid out and aren’t as transformative to gameplay as other room types. Eventually I’d like to almost entirely phase out the totally empty rooms from the original levelgen, and we’re getting fairly close to that point! In particular I’d like to see about adding a few more large rooms, as they’ve been very popular every time I’ve added them.

Special Rooms

Special rooms, by contrast, have hardly been touched at all. Some of them are very bland, and there’s obvious room to add more of them. In particular challenge rooms could be added that take advantage of some of the game’s more varied consumable items. Even simple visual tweaks to make the rooms more distinct might be nice.

Secret Rooms

Secret rooms were added quite a while ago and have been largely untouched since. It might be nice to try adding a few more of them. In particular I’m interested in adding a few more secret rooms with tells that show up in the regular level (such as extra potions, or similar). I might also like to experiment with how secret rooms are positioned.

Level feelings

I’m pretty happy with how floor layouts are working now, but there have been some complaints about things like some of the new level feelings. I might like to try making refinements to the feelings that are already in place, as well as add one or two more. I’d also like to see about adding a persistent indicator to the main UI, so that players wouldn’t need to reload and check the game log to know what type of floor they’re on.

Comments

yeah but every time i see the message, what i really understand is "theres a significant chance you're fucked if you dont spend 15 minutes scouring this entire floor. have fun!"

Lassoloc

Part of the reason I considered it acceptable was because the player is alerted to the level type, and so would know to look out for potential hidden progression items on that floor in particular.

Shattered Pixel

I heavily favor the idea of a persistent indicator for the level feeling. It's too easy to miss in gameplay.

Mike Scarpellino

my vote is heavily for special rooms. that said, i still think the secret room feeling should be addressed - there's a reason you made progression items unable to spawn hidden, and going back on that for the sake of gameplay variety is a mistake i think

Lassoloc


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