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.
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.
- The introduction room, which is a basic room, leading to the main arena.
- The boss arena, where the boss must be defeated in order to continue ahead.
- The final room, which contains the door to the next floor.
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.
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.
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.
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.
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)
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Blank Construct
Fight your way through the Blank Construct!
Status | In development |
Authors | GD50_Studios, erik.wtn, mia_finn, eboot, Korn, Benm404, ImOmg |
Genre | Adventure |
Languages | English |
More posts
- Dev Log 10 - UI Redesign, Tutorial, Enemy Rebalacing15 days ago
- Dev Log 8 - Attacks & Wall Jumping25 days ago
- Dev Log 7 - Game Beta30 days ago
- Devlog 636 days ago
- Dev Log 5 - Alpha Playtest52 days ago
- Dev Log 4 - Inventory, Enemies, & Bosses70 days ago
- Dev Log 3 - The Vertical Slice98 days ago
- Dev Log 2 – Movement Programming & Animation ImplementationNov 27, 2024
- Dev Log 1 - Ideation Phase!Nov 14, 2024
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