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Figured I'd get a little into the sausage on one particular thing I found that I'll be using quite a bit.
Cyclic dungeon generation is a really, really cool thing that I saw posted about on twitter (from @riseupcomus I believe?), and from there I've seen other people posting about it too. In general it's a great read just for picking out good design patterns for making little moments in a level, dungeon, etc - Zelda is described as the big influence but you can see this kind of technique for design going pretty clearly into a lot of soulslike areas, for instance. So I decided to give the randomization from it a shot! I'm intending a mix of bigger "destination" regions and smaller "interstitial" regions so I'm not terribly worried about the size at this juncture, but it's built such that you can pretty easily compound on it if you want.
I rolled on the d12 table 3 times (once for the initial cycle, two for two subcycles) and got:
The dungeoneers are presented with a short path to what initially appears to be the goal. However, it is revealed that the “goal” is a trap or trick, and that the true goal lies at the end of a long path that extends from the false goal chamber (or a chamber nearby). There is a 1-in-3 chance that this long path to the true goal is concealed by a secret.
The dungeoneers are presented with a long and dangerous path to the goal. However, a secret short and less dangerous path to the goal is hidden in (or near) the start chamber.
A very powerful monster patrols a short circular path between the start and the goal. Players moving through the start, goal, or any chambers in between must be careful to avoid the monster. There is likely something valuable in a chamber patrolled by the monster that the dungeoneers must retrieve or manipulate.
So to start, just so I can wrap my head around it, I used mermaidjs to draw out a little diagram based on this:
Afterwards, I thought about it a bit in terms of "how do these pieces fit together".
So from there I started drawing. 2-8 is the false goal cycle, 3-4-5 is the hidden path subcycle 1, and 6-7 is the monster patrol subcycle 2.
This is an extremely serviceable map! I've already got an idea of which of those Region ideas I want to use it for. (I'm using the graph paper in the back of the planner for sketching out generalized, disconnected pointmaps in pencil so I can tweak them as necessary - for instance, if I end up going with the one I'm thinking of I'll probably add a point between 2 and 8 for the "trap". Once the thing starts for real, they go on the pages proper in pen.)
Anyway, check out Cyclic Dungeon Generation!
(Read the original on cohost here!)
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