![pixel dungeon 2 of the same ring equipped pixel dungeon 2 of the same ring equipped](http://bestapps.com/wp-content/uploads/2022/03/Shattered-Pixel-Dungeon-iPhone-Game-App-Review.png)
As a simple example, ring rooms could contain another room if their center pillar is large enough for it. These sub-rooms wouldn’t be placed by levelgen, but would instead be placed within their parent room, by that parent room.
![pixel dungeon 2 of the same ring equipped pixel dungeon 2 of the same ring equipped](https://i.redd.it/3gsw1h31zqj71.jpg)
Now that rooms can be massive there’s no reason why they couldn’t contain smaller rooms inside of themselves. To go along with the theme of rooms influencing level generation, another thing I want to experiment with is rooms inside of rooms. This landmark room only accepts connections on its middle left and middle right, and by having levelgen start from it this room would effectively segment the level into two parts, one to the left of the giant fissure and one to the right of it. Take, for example, a landmark room for the caves which is an extremely tall chasm with a bridge in the center. The one huge advantage of a builder like this is that it gives a single room lots of opportunity to influence levelgen. Branches could then be added as short extra lines sprouting from any room. As an example, a builder could take the level’s landmark room and create a main path by having a small number of long lines spreading from that room, with the entrance down one line and the exit down one other. I also want to experiment with builders that use rooms other than the entrance as a starting point. As the name implies, these rooms would be quite distinctive, and I’d also like them to vary based on the chapter of the game. Landmark rooms would appear exactly once per floor and are primarily meant to enhance visual and layout variety. One of those types that’s looking quite promising are landmark rooms. No screenshots for these ones I’m afraid.īeing able to add new rooms that fit into the existing room types is one thing, but another thing I have planned is new room types entirely. I’m going to be a bit more vague here, as none of these things are final yet, but I do have some pretty solid plans for cool new things that will (hopefully) feature in future updates. Each of these rooms are unique to their chapter Sewer floors are usually quite small, but deeper down levels will get bigger and bigger Eventually I want to use flexibility like this (along with variable builders) to make each chapter quite unique, but for now there’s just a bit more variety between each one. Right now, this takes the form of levels getting larger each chapter, and each chapter having one type of standard room that’s unique to it. Here we have large layouts for striped and study rooms, and a giant layout for platform roomsįinally, because rooms are initialized separately from the creation of a level, it’s now extremely easy to have room types and quantities that vary by floor. Naturally, having these big rooms be totally empty simple wouldn’t do, so there are a few interesting new room layouts that only occur at larger sizes. I’m categorizing these as ‘large’ and ‘giant’ standard rooms for now, and they have dimension ranges of 8-12 and 12-16 respectively. Some standard rooms are capable of being larger though, and go all the way up to 16x16. Rooms now have no hard limit on how big they can be, but most rooms will still only go as big as the old maximum of 8x8. Here’s an example, with the main path highlighted in blue and branches in red This main loop is a plain circle by default, but it can warped and skewed to make the main path into any sort of circle or oval-based shape. This very closely emulates the structure of the previous levelgen algorithm. The entrance is placed on one end of the loop, and the exit (if there is one) is placed on the opposite end. The loop builder places some rooms roughly along a main loop, and then the rest along branches for variety. The builder that all regular levels use right now is what I call the loop builder. You can expect all of these things to release with 0.6.0 in early June.Īs discussed in my last blog, one of the big segments of 0.6.0’s levelgen logic is the builder, which takes the rooms a level is going to have and figures out where they all go. The new levelgen algorithm in 0.6.0 is going to let me make a lot of cool new things going forward, but I also wanted to get at least some improvements into 0.6.0 itself. You’ll need to have read Part One to understand everything here, but it’s definitely not necessary. Last time I focused primarily on the technical changes in levelgen, and while there will still be a bit of that, this time around the primary focus is on new content. Hey everyone! After a bit of delay, here is part 2 of what’s coming in 0.6.0, as promised. What’s coming in Shattered Pixel Dungeon v0.6.0 pt.2