Devlog 9 - Rooms and Rooms and Rooms


Since my last devlog, room generation has evolved drastically, now featuring several new room types. As before, the room generator uses a room count cap, along with floor presets, to generate a new level each time the game is played.

Normal Rooms

As implied in Devlog 3, normal rooms are by far the most common type of room to appear in the game. They can spawn any number of times throughout a level, and each contains four doors.

(An example of a normal room)

Boss Rooms

Boss rooms spawn in a group of three and are generated after every other room. These are the main way of progressing through the game, as a boss must be defeated in order to progress to the next floor.

  1. The introduction room, which is a basic room, leading to the main arena.
  2. The boss arena, where the boss must be defeated in order to continue ahead.
  3. The final room, which contains the door to the next floor.

(Part of a boss room arena, with boss)

Shops

Here, the player can buy items using the currency they've gathered while exploring the Construct. One of these is guaranteed to spawn on every floor.

(A shop. Not much else to explain)

Special Rooms

These are unique rooms, with special or odd layouts and contents. Only one of each type of special room can spawn on each floor, but any number of unique special rooms can spawn on a floor.

(An example of a special room. This one is far larger than an average room)

Loot Rooms

These rooms contain a random item from the loot pool. A minimum of two will spawn on each floor, with one extra spawning for every ten rooms in the room cap.


(A loot room with an item inside of it)

Lore Rooms

These are somewhat rarer than every other type of room in the game. Only one can spawn on each floor, if even, since they are not always in the spawn pool. Each lore room contains a piece of information written or recorded by someone who was inside the Construct at any given time. These are the main form of storytelling inside the game.


(A lore room, complete with a piece of "lore"... Okay, maybe not this one. This is a Team Fortress 2 reference, but other lore documents contain a myriad of information on the game world and what's going on inside the Construct...Usually)

Most rooms are likely to contain enemies, attempting to stop you from going any further. Once you enter a room with enemies, you're trapped inside until either (A) they're dead, or (B) you are.

Rooms contain enemy spawners, which have a chance to spawn either 0, 1, 2 or 3 enemies, queued up to spawn after the previous wave is cleared. All of these random factors combine in an attempt to create a unique experience for the player each time they play through the game.

Thank you for reading. We are almost at the end of this game's development (our submission date is soon). A new build should be out in the next week, however, this will not be the final one.

- Eoghan (Sound Implementation, Project Lead and Room Code)

Get Blank Construct

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