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Top down roguelike shooter design question

Discussion in 'Game Design, Development And Publishing' started by KPJ, Jul 28, 2019.

  1. KPJ

    KPJ Member

    Joined:
    Jan 19, 2019
    Posts:
    146
    Hi all. I am currently planning a fast paced - action - top down roguelike shooter project, inspired by games like Nuclear Throne - (the gameplay will also be similar to that of Nuclear Throne). I got thinking about how I wanted the levels, eventually deciding to generate them randomly (like most roguelikes). So, should I generate the levels in a way like Nuclear Throne does, in a process I believe is called "Drunken Walk" (a Heartbeast tutorial for this method is here: www.youtube.com/watch?v=Hds06We0_g0), or should I take another approach/algorithm? Do any of you have any guidelines or advice, or suggest a method as to what to do, or what you think would help me decide? Thanks!
     
    Last edited: Jul 29, 2019
  2. Niels

    Niels Member

    Joined:
    Jun 22, 2016
    Posts:
    828
    I prefer the "chunk" design that enter the gungeon, dead cells, or spelunky use, where they link "pre-made" rooms together.
    This allows for a randomized layout, while keeping the rooms detailed and logical.
     
    KPJ likes this.
  3. KPJ

    KPJ Member

    Joined:
    Jan 19, 2019
    Posts:
    146
    @Niels Thanks for the reply. I'll look into it :)
     

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