Dungeon Generation: Difference between revisions
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Dungeons Of Eternity > The Outpost > Mission Map Table > Dungeon Generation
Dungeons Of Eternity > The Outpost > Mission Map Table > Dungeon Generation
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== Chambers == | == Chambers == | ||
There are some 100 or so uniquely designed chambers that are connected together like lego pieces to make a unique dungeon layout. No dungeon layout will ever have two of the same chambers in a single instance. | |||
Some chambers are tied to specific a realm. When a | Some chambers are tied to specific a realm. When a dungeon is generated, chambers are most often picked (60% of the time) from those designated to the current realm, although some (about 40% of the chambers) can come from other realm designations or non-designated chambers. | ||
=== Chamber Doorways === | === Chamber Doorways === | ||
Chambers are connected via large square, circle and irregular open doorways. In some | Chambers are connected via large square, circle and irregular open doorways. In some dungeons, some chamber exits will not be connected to another chamber and this is represented by caved-in rocky debris that is impassable. | ||
Circular chamber exits will always be connected to circular entrances of other chambers. Square chamber exits to square chamber entrances, and irregular doors connected to like doors in the next chambers. | Circular chamber exits will always be connected to circular entrances of other chambers. Square chamber exits to square chamber entrances, and irregular doors connected to like doors in the next chambers. | ||
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<div class="card-deck"> | <div class="card-deck"> | ||
<bootstrap_card header="Legendary Chamber | <bootstrap_card header="Legendary Chamber" footer="[[Tier 3 Chests|Tier 3 chest]] behind a gate."> | ||
[[File:tier 3 chest room with gate and friends.jpg]] | [[File:tier 3 chest room with gate and friends.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
<bootstrap_card header="Chamber | <bootstrap_card header="Legendary Chamber" footer="Tier 3 Chest locations will only ever have Tier 3 chests on successive saved dungeon runs."> | ||
[[File:room with tier 3 chest.jpg]] | [[File:room with tier 3 chest.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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<div class="card-deck"> | <div class="card-deck"> | ||
<bootstrap_card header="Open Tier 3 Chest" footer="This chest | <bootstrap_card header="Open Tier 3 Chest" footer="This chest required a switch to be pulled to drop the gate."> | ||
[[File:tier 3 chest open.jpg]] | [[File:tier 3 chest open.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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[[File:common chest location.jpg]] | [[File:common chest location.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
<bootstrap_card header=" | <bootstrap_card header="Unoccupied Chest Location" footer="This location may have a [[Tier 1 Chests|Tier 1 Chest]] or [[Tier 2 Chests|Tier 2 Chest]] in another dungeon instance."> | ||
[[File:empty chest location.jpg]] | [[File:empty chest location.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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=== Secret Rooms === | === Secret Rooms === | ||
Chambers, except for the end room where "Save The Drone" occurs, may have a number of walls where a door can appear. These are affectionally known as "secret doors" and lead to "secret rooms". | Chambers, except for the end room where "Save The Drone" occurs, may have a number of walls where a locked wooden door can appear. These are affectionally known as "secret doors" and lead to "secret rooms" which are smaller rooms that can be the size of a closet or as large as the smallest chambers. In saved dungeon, secret doors will appear in the same locations with the same secret room behind them. | ||
<div class="card-deck"> | <div class="card-deck"> | ||
<bootstrap_card header="Secret Door" footer="locked doors are affectionately known as secret doors"> | <bootstrap_card header="Secret Door" footer="locked wooden doors are affectionately known as secret doors"> | ||
[[File:secret door.jpg]] | [[File:secret door.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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</div> | </div> | ||
Secret rooms | Secret rooms can also contain chests which assigned chest rarities similar to chambers, legendary chest locations will always have a [[Tier 3 Chests]] in that location on every saved run of the dungeon. Common chest locations may have [[Tier 1 Chests]] or [[Tier 2 Chests]] in that location on each saved run of the dungeon. | ||
=== Key Locations === | === Key Locations === | ||
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=== Identifiable Chambers === | === Identifiable Chambers === | ||
All chambers are shown on the | All chambers are shown on the dungeon map at start time. Some chambers can be identified by their size and shape. | ||
<div class="card-deck center-card-wide"> | <div class="card-deck center-card-wide"> | ||
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<div class="card-deck center-card-wide"> | <div class="card-deck center-card-wide"> | ||
<bootstrap_card header=" | <bootstrap_card header="Dungeon Map" footer="Arena chamber on map"> | ||
[[File:circular-arena-room-map.jpg]] | [[File:circular-arena-room-map.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
<bootstrap_card header=" | <bootstrap_card header="In-game area chamber" footer="Arena chamber in-game"> | ||
[[File:circular-arena-room.jpg]] | [[File:circular-arena-room.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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Not all rooms are easy to | Not all rooms are easy to distinguish from the map, but this room is identifiable because it is a start room and its doorway is vertically midway on its wall. | ||
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</bootstrap_card> | </bootstrap_card> | ||
<bootstrap_card header=" | <bootstrap_card header="Mining Chamber" footer="start room mining area in game"> | ||
[[File:start-room-mine-area.jpg]] | [[File:start-room-mine-area.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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=== | === Starting Chamber === | ||
The starting Chamber, marked green on the [[Dungeon Map]] will only ever have one exit. | |||
=== Ending Chamber === | |||
The last chamber in a dungeon will contain the drone you must save to complete your mission. End chambers only have one entrance. never have secret doors. | The last chamber in a dungeon will contain the drone you must save to complete your mission. End chambers only have one entrance. never have secret doors. | ||
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</bootstrap_card> | </bootstrap_card> | ||
=== Skeleton Key Sconce and Gate Chambers === | |||
Some dungeons will have the end portion of the dungeon locked away behind a gate that can only be opened with a [[Skeleton Key]]. | Some dungeons will have the end portion of the dungeon locked away behind a gate that can only be opened with a [[Skeleton Key]]. | ||
The team must first find the skeleton key located on a sconce in some | The team must first find the skeleton key located on a sconce in some chamber of the dungeon and unlock the gate using that key. | ||
<div class="card-deck"> | <div class="card-deck"> | ||
<bootstrap_card header=" | <bootstrap_card header="Skeleton key sconce"> | ||
[[File: | [[File:skeleton key sconce.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
<bootstrap_card header="Locked gate"> | <bootstrap_card header="Locked gate"> | ||
[[File:unlocked skeleton gate.jpg]] | [[File:unlocked skeleton gate.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
<bootstrap_card header="Skeleton key lock"> | <bootstrap_card header="Skeleton key lock"> | ||
[[File:skeleton key receptacle .jpg]] | [[File:skeleton key receptacle .jpg]] | ||
</bootstrap_card> | |||
<bootstrap_card header="Unlocked gate"> | |||
[[File:locked skeleton gate.jpg]] | |||
</bootstrap_card> | </bootstrap_card> | ||
</div> | </div> | ||
=== Boss Event Chamber === | |||
Some of the larger chambers can be used for a special event called the Boss Event. If a dungeon instance has one of these chambers it can be designated and the chamber will have five chests with unlimited [[Bomb Potion|bomb potions]] and either a [[Golem]] or [[Octoculus Boss]]. | Some of the larger chambers can be used for a special event called the Boss Event. If a dungeon instance has one of these chambers it can be designated and the chamber will have five chests with unlimited [[Bomb Potion|bomb potions]] and either a [[Golem]] or [[Octoculus Boss]]. | ||
Your reward for completing this event is a [[Tier 3 Chests|Tier 3 Chest]]. | Your reward for completing this event is a [[Tier 3 Chests|Tier 3 Chest]]. | ||
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<div class="card-deck center-card-wide"> | <div class="card-deck center-card-wide"> | ||
<bootstrap_card header="Golem Boss Event" footer="Arena chamber with the golem boss"> | <bootstrap_card header="Golem Boss Event" footer="Arena chamber with the golem boss"> | ||
[[File:boss-event-golem.jpg]] | [[File:boss-event-with-golem.jpg]] | ||
</bootstrap_card> | </bootstrap_card> | ||
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</bootstrap_card> | </bootstrap_card> | ||
</div> | </div> | ||
== Enemy Waves == | |||
When a player first steps into a room, [[Enemies]] will spawn in groups called waves. The number of waves and types of enemies in each wave are determined at generation time and will be the same across saved dungeon runs. | |||
The numbers of enemies in each wave is determined by the number of players in the dungeon when the wave starts. The toughness of enemies is determined by the dungeon difficulty tier. They specific type of enemies in each wave as well as their element type follow closely to the type of realm the chamber is generated in. | |||
Some waves will always be of specific enemy type. Some waves will be a combination of enemy types. There are also boss waves where one or two [[bosses]] will spawn. | |||
The boss event (described above) will always consist of one wave and a single boss and will result in a tier 3 chest reward on success. | |||
Some chambers will have all doors blocked off when the waves start. This gauntlet event prevents players from exiting the chamber until all waves are dispatched. | |||
The start chamber will never have enemy waves. The end chamber will always have three waves of enemies whose final wave will always be a boss wave. |
Revision as of 01:56, 29 March 2025
Every 20 minutes Missions on the Mission Map Table are regenerated and each location is given a name consisting of two words, typically an adjective followed by a noun, sometimes linked with an article or preposition like "Darkened Calamity", "Profitable Halls", "Lair of Death" and "The Stygian Maze".
Generated mission names are unique in any given generation, players may see two missions with the same name across generations. Identical names will not have the same dungeon layout as duplicate dungeons are essentially impossible.
There are always at least one of each type of mission in each of the four realms. The Underworld Realm will always have a Raid Dungeon named "Forgotten Tombs", at least one raid dungeon and the Sandbox Arena mission.
Realms
Dungeons exist in one of four Realms. The Realms represent biomes with specific fauna, flora and atmosphere. Dungeons are made up of hallways and rooms, collectively known as chambers.
Chambers
There are some 100 or so uniquely designed chambers that are connected together like lego pieces to make a unique dungeon layout. No dungeon layout will ever have two of the same chambers in a single instance.
Some chambers are tied to specific a realm. When a dungeon is generated, chambers are most often picked (60% of the time) from those designated to the current realm, although some (about 40% of the chambers) can come from other realm designations or non-designated chambers.
Chamber Doorways
Chambers are connected via large square, circle and irregular open doorways. In some dungeons, some chamber exits will not be connected to another chamber and this is represented by caved-in rocky debris that is impassable.
Circular chamber exits will always be connected to circular entrances of other chambers. Square chamber exits to square chamber entrances, and irregular doors connected to like doors in the next chambers.
There are also atmospheric doorways that are always caved in:
Chambers and Chest Tiers
When a developer designs a chamber, they assign chest rarity to locations in the room. Legendary chest locations will always have a Tier 3 Chests in that location on every saved run of the dungeon. Common chest locations may have Tier 1 Chests or Tier 2 Chests in that location on each saved run of the dungeon.
Secret Rooms
Chambers, except for the end room where "Save The Drone" occurs, may have a number of walls where a locked wooden door can appear. These are affectionally known as "secret doors" and lead to "secret rooms" which are smaller rooms that can be the size of a closet or as large as the smallest chambers. In saved dungeon, secret doors will appear in the same locations with the same secret room behind them.
Secret rooms can also contain chests which assigned chest rarities similar to chambers, legendary chest locations will always have a Tier 3 Chests in that location on every saved run of the dungeon. Common chest locations may have Tier 1 Chests or Tier 2 Chests in that location on each saved run of the dungeon.
Key Locations
Keys can be found located in predetermined places in chambers. These keys are known as "room keys". A room key can be located in one of many different locations in a single chamber. Most chambers, but not all, have one or two room keys.
Players can also get keys as drops from mobs after killing them.
Identifiable Chambers
All chambers are shown on the dungeon map at start time. Some chambers can be identified by their size and shape.
Not all rooms are easy to distinguish from the map, but this room is identifiable because it is a start room and its doorway is vertically midway on its wall.
Dungeon Layout
The dungeon team starts in an empty (of enemies) room searching through the chambers for the missing drone. The start room is label green on the map.
Starting Chamber
The starting Chamber, marked green on the Dungeon Map will only ever have one exit.
Ending Chamber
The last chamber in a dungeon will contain the drone you must save to complete your mission. End chambers only have one entrance. never have secret doors.
Skeleton Key Sconce and Gate Chambers
Some dungeons will have the end portion of the dungeon locked away behind a gate that can only be opened with a Skeleton Key. The team must first find the skeleton key located on a sconce in some chamber of the dungeon and unlock the gate using that key.
Boss Event Chamber
Some of the larger chambers can be used for a special event called the Boss Event. If a dungeon instance has one of these chambers it can be designated and the chamber will have five chests with unlimited bomb potions and either a Golem or Octoculus Boss. Your reward for completing this event is a Tier 3 Chest.
Only one boss event will ever appear in a single dungeon layout.
Chamber Gadgets
Switches and Pressure plates
Gates
Lights above switches and doors
Lights above gates, doors and switches don't always seem to be consistently connected.
Hazards and Traps
Dangerous dungeon features abound. These can be biome dependent like lava, in Lavaforge Realm and Sewer Tentacle or universally found across all realms like exploding barrels and Mimics.
Traps can come in many forms: pits, crushing walls and ceilings, fireball and laser machines, as well as large swinging axes that the players must dodge.
Enemy Waves
When a player first steps into a room, Enemies will spawn in groups called waves. The number of waves and types of enemies in each wave are determined at generation time and will be the same across saved dungeon runs.
The numbers of enemies in each wave is determined by the number of players in the dungeon when the wave starts. The toughness of enemies is determined by the dungeon difficulty tier. They specific type of enemies in each wave as well as their element type follow closely to the type of realm the chamber is generated in.
Some waves will always be of specific enemy type. Some waves will be a combination of enemy types. There are also boss waves where one or two bosses will spawn.
The boss event (described above) will always consist of one wave and a single boss and will result in a tier 3 chest reward on success.
Some chambers will have all doors blocked off when the waves start. This gauntlet event prevents players from exiting the chamber until all waves are dispatched.
The start chamber will never have enemy waves. The end chamber will always have three waves of enemies whose final wave will always be a boss wave.