Long Live The Moon Fields

Dungeon Generation

The dungeon generation I have been looking into is a combination of my own ideas and Tom Coxon’s metazelda. He’s the one making the super crazy impressive Lenna’s Inception linked above.

Dungeons are called FIELDS. Each field is constructed from ROUTES whose interconnections are predetermined by a tree structure. Each route is a series of ROOMS that necessarily connect to each other. The routes are “themed” to espouse a similar feel throughout its series of rooms. The ENTRANCE to the field is placed in a random perimeter room from the first route. And this should determine the structure of the dungeon in a way that every room connects to every other room.

Starting from the end branches of the route tree there is a possibility that each route will connect to each preceding route via a LOCK. If a lock is placed then there must also be a KEY placed in a route towards the entrance. It is possible that in a series of routes that multiples keys are placed in the same route as long as the locks are all further down the tree.

And finally we placed the GOALS. Either the BOSS KEY or the BOSS will be placed in one of the furthest branches from the entrance. The other can be placed anywhere there is a 1 entrance room. There will always be at least one ITEM and if possible it will be an item that is useful against the enemies that appear in this dungeon. There is a possibility of a second or even a third item. The probability that these spawn in the first route is very, very low.

2 Likes