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Dungeon Generation: Difference between revisions

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{{StaleBreadCrumbs|Crumbs=[[The Outpost]] > [[Mission Map Table]]}}
{{StaleBreadCrumbs|Crumbs=[[The Outpost]] > [[Mission Map Table]]}}
Every 20 minutes the [[Mission Map Table|mission maps]] are regenerated and each locatipn 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 not unique. Over time, but never at the same time, you may see two missions with the same name but they will not have the same dungeon layout as duplicate dungeons are essentially impossible.


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Every 20 minutes the [[Mission Map Table|mission maps]] are regenerated and each map is given a name consisting of two words, typically an adjective and a noun, sometimes linked with an article or preposition like "Darkened Calamity", "Profitable Halls",  "Lair of Death" and "The Stygian Maze".
There are always at least one of each type of [[Missions|mission]] in each of the four [[Realms|realms]] and the [[Underworld Realm]] will always have a raid dungeon named "Forgotten Tombs" and the [[Sandbox Arena]]
 
Generated mission names are not unique. Over time, but never at the same time, you may see two missions with the same name but they will not have the same dungeon layout as repeat dungeons are incredibly unlikely.


There are always at least one of each type of [[Missions|mission]] in each of the four [[Realms|realms]] and the [[Underworld Realm]] will always have a raid dungeon named "Forgotten Tombs" and the [[Sandbox Arena]]
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.


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Dungeon generation seems to be like hooking lego pieces together. Some chambers exits (in certain dungeon layouts) are not connected to another chamber at all 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.
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<bootstrap_card header="Impassible Square Door" footer="Caved in doors are impassible">
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[[File: caved-in square door.jpg]]
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Dungeon generation seems to be like hooking lego pieces together. Some chamber exits (in certain dungeon layouts) are not connected to another chamber at all 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.


All chambers are shown on the mission map at start time. Some chambers can be identified by their shape.
All chambers are shown on the mission map at start time. Some chambers can be identified by their shape.
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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.
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[[File:Vector-map-landscape with annotations.jpg]]
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[[File:Dungeons of Eternity Full Map with annotations.jpg]]
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[[File:Dead-end with annotations.jpg]]
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Revision as of 03:55, 23 March 2025


Every 20 minutes the mission maps are regenerated and each locatipn 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 not unique. Over time, but never at the same time, you may see two missions with the same name but they will not have the same dungeon layout as duplicate dungeons are essentially impossible.

Selection Panel

There are always at least one of each type of mission in each of the four realms and the Underworld Realm will always have a raid dungeon named "Forgotten Tombs" and the Sandbox Arena

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.


Dungeons are made of some number of unique chambers connected via large square and circle open doorways. Chambers can also have a number of locked doors leading to secret rooms.

Square Door

Circular Door

Impassible Square Door

Impassible Circular Door

Dungeon generation seems to be like hooking lego pieces together. Some chamber exits (in certain dungeon layouts) are not connected to another chamber at all 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.

All chambers are shown on the mission map at start time. Some chambers can be identified by their shape.

Dungeon Map

In-game Room

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.

Dungeon Map

Full Map

Starting Room

Dead End with Secret Room

Each chamber is assigned at design time to be either a normal tier chamber OR a tier 3 chamber.

Normal tier chambers can have several locations where chests can appear. Typically only one of these locations will have a tier 1 or tier 2 chest. Normal tier chambers will change their chest tier (between 1 and 2) across dungeon runs.

Tier 3 chambers will always have a tier 3 chest in them in exactly the same spot.

Each individual chamber may have a number of walls where a door can appear. These are affectionally known as "secret doors" and lead to "secret rooms"

Secret rooms can also be classified as "normal tier secret rooms" and "tier 3 secret rooms"

Finally, some chambers can be start rooms and some chambers can be end rooms, although start and end rooms can also appear in non start/end positions in dungeons.

No chamber is repeated in a single dungeon layout.