Re: Tentative Entombed 2 Design Decisions

One interesting question: Does the dungeon generator create the entire dungeon at the start? A more interesting option, but probably harder to code, would be to have the dungeon generator start out by generating the first few floors when you start. Then, as you explore, it can work on the next few floors, etc. This would allow for some or all of these possibilities:

Reduce the number of seemingly valuable objects rendered useless by the fact that nobody in your party can use them. There should probably still be some such objects, but if you can generate the dungeon dynamically during play, you can account for new party members joining, choices the player has made which couldn't have been known at the start of the game, etc.

Make the player's behavior influence future floors. For example, if someone is just zipping through floor after floor after floor going "Okay I'm on this brand new floor, now how fast can I find the stairway? Oh cool I just found it, bye bye floor, nice to know you," you could optionally have the dungeon generator make the next few floors more of the same kind of stuff as we've already seen, since the player is probably not ready for the really good stuff yet. In other words, reward the people who really explore each floor, win lots of fights, etc. by letting them get on to some new stuff.

One other idea I had would be to have several different lengths of game. E.G. you could select from a short, normal, long, gigantic, etc. game, based on what kind of a playing mood you're in. Each higher length game would have more floors in the dungeon. Of course, lots of stuff should be randomized. E.G. in the old Entombed, you always got rescues on the second and fifth floors and then never again, the drake is always on the seventh floor, etc.

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