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Dungeon Generation

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Dungeons Of Eternity > The Outpost > Mission Map Table > Dungeon Generation


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.

Selection Panel

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

Dungeons are made of some number of unique chambers that will not be duplicated in a single dungeon instance.

Chamber Doorways

Chambers are connected via large square, circle and irregular open doorways. Chambers can also have a number of locked doors leading to secret rooms.

Square Door

Circular Door

Irregular Door


Impassible Square Door

Impassible Circular Door

Impassible Irregular 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, and irregular doors connected to like doors in the next chambers.

There are also atmospheric doorways that are always caved in:

Atmospheric Caved-In Door

Identifiable Chambers

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

Dungeon Map

In-game Room

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.

Dungeon Map

Full Map

Starting Room

Dead End with Secret Room

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.

Occupied Chest Location

unoccupied Chest Location

Room with tier 3 chest

Secret Rooms

Chambers may have a number of walls where a door can appear. These are affectionally known as "secret doors" and lead to "secret rooms". On saved dungeon runs secret doors will appear in the same locations.

Secret Door

Peek through secret door

Open secret door

Secret rooms, like chambers, are also assigned chest rarities to locations in the in the room. And 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". You can also get keys as drops from mobs after killing them. Most rooms, but not all, have one or two room keys.

Room key on the floor

Start Chamber

Some chambers can be the room your team starts in. Some chambers can be where the end room (where the Save The Drone event occurs). Some of them can be either. Start rooms can have secret rooms, end rooms never have secret rooms. The start/end chambers can also appear anywhere in the dungeon layout. When a chamber appears as the start-room, it will have one exit. When a chamber appears as an end-room, there will only be one entrance into it. When these chambers appear in in any other part of the dungeon they can have multiple entrance/exits as well as secret doors.

No chamber is repeated in a single dungeon layout.

Central Chambers

Boss Event Chambers

at most one per dungeon

End Chamber

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 are of the dungeon and unlock the gate using that key.

Unlocked gate

Locked gate

Skeleton key sconce

Skeleton key lock

Switches

Floor Pressure Plates

Wall Pressure Plates

Gates

Traps

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.

Spiked Ceiling

Swinging Axes

Hazards

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.

Lava Hazard

Green Acidic Goo Hazard

Exploding Barrel Hazard

Lights above switches and doors

don't seem to mean anything.