Merged Rooms | Patreon Weekly #72
Added 2020-10-19 15:00:06 +0000 UTCHey Patrons!
After stumbling a little bit in beta, v0.9.0b has finally released to everyone! It’s now full steam ahead on v0.9.1, and I’ve already got a fair amount of those levelgen changes implemented:
New Level Feelings
As mentioned in Last Weekly, I’ve decided to add some new level feelings to the game! The ideas I mentioned in that weekly have now been refined a bit and implemented:
The first is a large level feeling, which amps up the number of rooms generated and the overall contents of a level. Large levels always spawn with 1.5x their max room count, but also have more items, food, and a bonus special room to reward the extra walking time. Here’s a pretty hefty sewer level as an example:

The next to be implemented was a trap level feeling, which amps up the danger along the ground of a level. A trap floor has 5x the total number of traps it would normally spawn with, but 4/5 of those traps are always visible. This leads to a more crowded floor layout with lots of chances to use traps against your enemies, rather than just more opportunity to just step into traps. Look at all the pretty (yet deadly) colors:

Lastly, I decided to add a secret focused feeling. Levels with a secret feeling contain a bonus guaranteed secret room, but also have an increased number of hidden regular doors. Crucially, normal levels have a rule where there must always be an unhidden path to every non-secret room, but secret floors ditch this limit, and so might be quite tricky to navigate! Here’s a harsher example of that, with lots of hidden doors:

With the number of level feelings almost doubled, I’m considering tweaking their spawning logic a little. I don’t want every floor to have a feeling, but also don’t want individual feelings to be too rare. I’m considering letting some feelings stack, so you might run into a large grass floor, or perhaps a dark chasm floor. This means each feeling could still show up ~10% of the time, but plenty of levels will still be regular. Let me know what you think of that idea!
Room Merging
I’ve also been making tweaks to level interconnectedness, with some interesting results! Some are fairly subtle, like a slight increase to rooms around the center and increased likelihood for rooms to be connected. The keen-eyed among you might have noticed that in action in the screenshots above.
The big one though is merged rooms. I have changed the logic here to massively increase the circumstances where rooms can be merged together, which can create some really interesting rectilinear layouts:

My hope is that this will take some of the emptier room layouts and give them a chance to become much more interesting in an emergent manner. I’m still considering how best to tune this logic though, as in the right cases it can get a bit carried away:

What Else?
Lastly, I’m still working on adding some more new rooms and layout types! I want to have a new region-specific room for each region, and a unique entrance room for the start of each region. I’m also still planning to look into using new layouts as well. I’m saving layouts for last though as they may be the most involved, so I want to leave the option to put them off for later if the update is starting to take too long.
Of course, I’m still fleshing out ideas for new talents as well. I’m expecting to shift my focus to them toward the end of next week.
Comments
Quickslots are something a lot of players have asked about. I may roll more quickslots into a more significant UI change in a future update, but I also want to work on some game mechanics that would reduce the need for more slots. For example, the player might be able to recycle wands or thrown weapons instead of having to hold onto them
Shattered Pixel
2020-10-23 19:19:19 +0000 UTCIs there anyway more quickslots could be added? Maybe even a second row of UI? I'm constantly slotting things, especially when I get a lot of wands.
Ian Chan
2020-10-23 17:23:21 +0000 UTCI think the puzzle idea would be really awesome. But I agree that it could easily become repetitive in a die and retry mecanic. In a game I developped many years ago I used a quite efficient trick for this (it was a randomly generated labyrinth game) : zodiac pattern puzzles. The puzzles/enigma were based on a limited number of basic shapes formed by linked dots (like stars in zodiac constellation) that were quite easy to represent on a small grid. And the puzzles were based on "recognize the incomplete shape" then "complete the shape". The typical workflow for the player would be : 1) find the blocking element (closed door, sewer drain…) that need to be "activated" 2) find a clue (name or drawing of the shape) near the blocking element 3) find a room with a pattern (made of game elements : traps, statues, holes, plants, slab on the floor…) that represent the exact shape corresponding to the clue but with one part (one of the "star" of the zodiac constellation) missing 4) complete the shape by doing an action at the "missing spot" : activate a trap, interact with a statue, light a torch… 5) blocking element is unblocked There are many variants to this model : one can use a complete pattern and ask for the player to nactivate a specific "star" for example. This model is quite useful with random generated content since you can make a lot of variation in each step of the workflow thus reducing the "repetitiveness" : In step 1) you can design many different blocking element (specific to the level for example). It's also possible to have blocking element that could be evaded without resolving the puzzle : using a fly potion for example… In step 2) you can provide the clue in many different way : a pattern in the slabs of the locked room, an explicit sign, statue with shapes !corresponding to the zodiac one. You can even have dedicated "notebook" (like the one for the alchemy stuff) that keep track of the different shapes… thus giving a progression for the player each time he/she discovers a new "zodiac shape". In step 3) the shape to find could be in a single room or across multiple rooms (in my game it was the rooms them selves that had specific shapes but the room generation process was very different) In step 4) there are many way to complete or activate a specific star of the shape I think such puzzle-like mecanic would really fit in Shattered Pixel Dungeon. It's way more adapted to the rogue like die-and-retry than the classic "complete the square" or "complete the line of four" system used in many games. Even if you know the kind of resolution you need to use… you still need to find the right spot by pattern matching game elements with specific shape then find a way to activate it. It's also easy to prevent the no-brainer "I activate any pattern I find" strategy that some player could want to use : put some "fake pattern that when activated act as a trap… I know my explaination are not very clear (the pattern thing is hard to explain without pictures) and quite complex… but it's a long time since I worked on this ^_^'
PYM
2020-10-20 10:36:25 +0000 UTCThe tricky thing with puzzles like these is that they have a big risk of becoming too repetitive. Any puzzle mechanic would need to hold up to being played 100+ times. Basically anything that involves the player figuring out some logical connection is only fun the first time, and puzzles that rely heavily on randomization have their own risks too. Special rooms mechanics which can interact with the whole level (like spawners) is definitely something that could be added though, but I decided to not consider special rooms for this update in particular.
Shattered Pixel
2020-10-19 18:06:30 +0000 UTCI know you experimented with level specific goals back a few releases ago (demon spawners) but what about puzzles that challenge the player in other regions? The difference between a flooded level and any other is really just aesthetics and reduced chance for plants, but what if certain doors were blocked by water, needing to be dealt with by a lever puzzle or a pressure plate? Maybe a puzzle involving cells in the prison? Or even a puzzle you do in the sewers opening a path in the caves?
Alexander Simanovsky
2020-10-19 15:42:17 +0000 UTC