yeah avoidfriendly is for noobs :)
okay, so the other day we were talking about gauntlet style levels, using a "single character" to navigate the level and fight enemies, possibly levelling up and getting bonuses (although that bit is really secondary to getting something going, most important would be to get a nice dungeon working)
i was initially opposed to using terraform with a basic block based maze, but i've had my thinking cap on, and really i think it's a good idea.
my suggestion would be to use something like prims algorithm based mazes or the like (been reading stuff, herp derp) that generate dead ends, and then after the maze is created, possibly carve out some random "room" areas, and place monsters etc, piles of gold, switches that you shouldn't step on etc
questions / queries
- possible to generate a dungeon "on the fly" ? like... an end condition of "all player characters are within the exit square for 10 sec" which would then reset the maze into a new one with new stuff (creating an endless maze; grind until you die!)
- breakable walls?
- pits of deadly lava?
- lava gadget to kill players after a set timer (dont linger in the level too long or you will anger the gorgonbeast!)
- could enemies be placed randomly as part of the level generation process?
- could there be preset "rooms" loaded from a datafile and incorporated into the maze? (i'm thinking preset arrays, for instance "smoths tomb" would be a 5x5 open space with a gundam shaped sarcophagus)
- should i stop asking needless questions and get cracking making some basic cube shaped wall and spiked pit sections and a textured flat spring map to match? in obj format? ok cool i'll just go ahead and do that
edit: ofc this was offtopic but related to what we were discussing yesterday; i didn't want to forget anything
