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Steam News2 June 201412y ago

Design Update: What We Have Been Working On

Taken from the Dev Blog . Design Update: What We Have Been Working On DUNGEON GENERATION ALGORITHM Variables in the level configuration We have completely refactored how we configure the game.

Full notes

Full Dungeon of the ENDLESS™ update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions2 changes0 removals
  • Fixes
  • Gameplay
  • Events
fixedDesign Update: What We Have Been Working OnDUNGEON GENERATION ALGORITHM Variables in the level configuration We have completely refactored how we configure the game. Instead of fixed values for each floor, we now describe curves with different abscissas (number of players, levels, difficulty, spaceship, number of open doors, depth…). We need it for a more modular configuration, for the multiplayer and to prepare other game modes (like endless mode). Because it’s a new way to express the variables and their evolutions, we are trying to stay close to the previous version, but there are necessarily some differences. There are also some changes that we wanted to make and are now easier to achieve! Some examples:
changedDesign Update: What We Have Been Working OnReduced the amount of mobs in room in floors 2-4 but increased afterwards
changedDesign Update: What We Have Been Working OnReduced difficulty of waves in floors 2-4
addedDesign Update: What We Have Been Working OnReduced number of rooms by level (but there are 2 new levels in the build)
addedDesign Update: What We Have Been Working OnThanks to the remarks and proposals from the community, and particularly Ail, which help us in this process! Dynamic and Static Events In the previous version, there were only dynamic events: what you found behind a door was generated when the door was opened and allowed us to control the floor difficulty. In the next update, we are keeping the dynamic events and the difficulty variable but we are also adding static events , which are placed at the generation of the level to control the number and the depth position. That means for example that we can be sure that there are exactly 2 or 3 artefacts in level 7, placed mostly not too far from the first room. These static events are currently used for the exits, merchants, heroes and artefacts. Control of the Dust The Dust found in the room is now placed at the generation of the level to control its quantity . There is a minimum and a maximum amount of Dust :dust: placed in the dungeon based on the number of rooms. We also increased the global quantity of Dust. Exit Like I said, the exit is now a static event. It can be found sooner in the dungeon if you take the right path. But the difficulty level increases when you find it: you have the choice to leave quickly the level or not, but taking the shorter path may be not the best solution to reach the surface. Spawn of mobs In the previous version, there was a list of mobs set by floors. At each run, you would encounter the same mobs at each floor. It was good to plan your progression but not really surprising! In the next update, each mob has a curve of spawn in the floors. At the generation of a floor, a number of mobs is picked between a minimum and a maximum set in the configuration. We have reduced the number of mobs by level to improve the particularity of each floor and give the opportunity to the player to adapt his/her strategy. At each floor, a number of mobs is kept from the previous level. The aim is to create a more logical and readable progression for each game. The new algorithm also sets several new variables for each mob like minimal open door before its spawn, a maximum per wave, probability weight to spawn etc…

Dungeon of the ENDLESS™ changes

fixedDUNGEON GENERATION ALGORITHM Variables in the level configuration We have completely refactored how we configure the game. Instead of fixed values for each floor, we now describe curves with different abscissas (number of players, levels, difficulty, spaceship, number of open doors, depth…). We need it for a more modular configuration, for the multiplayer and to prepare other game modes (like endless mode). Because it’s a new way to express the variables and their evolutions, we are trying to stay close to the previous version, but there are necessarily some differences. There are also some changes that we wanted to make and are now easier to achieve! Some examples:
changedReduced the amount of mobs in room in floors 2-4 but increased afterwards
changedReduced difficulty of waves in floors 2-4
addedReduced number of rooms by level (but there are 2 new levels in the build)
addedThanks to the remarks and proposals from the community, and particularly Ail, which help us in this process! Dynamic and Static Events In the previous version, there were only dynamic events: what you found behind a door was generated when the door was opened and allowed us to control the floor difficulty. In the next update, we are keeping the dynamic events and the difficulty variable but we are also adding static events , which are placed at the generation of the level to control the number and the depth position. That means for example that we can be sure that there are exactly 2 or 3 artefacts in level 7, placed mostly not too far from the first room. These static events are currently used for the exits, merchants, heroes and artefacts. Control of the Dust The Dust found in the room is now placed at the generation of the level to control its quantity . There is a minimum and a maximum amount of Dust :dust: placed in the dungeon based on the number of rooms. We also increased the global quantity of Dust. Exit Like I said, the exit is now a static event. It can be found sooner in the dungeon if you take the right path. But the difficulty level increases when you find it: you have the choice to leave quickly the level or not, but taking the shorter path may be not the best solution to reach the surface. Spawn of mobs In the previous version, there was a list of mobs set by floors. At each run, you would encounter the same mobs at each floor. It was good to plan your progression but not really surprising! In the next update, each mob has a curve of spawn in the floors. At the generation of a floor, a number of mobs is picked between a minimum and a maximum set in the configuration. We have reduced the number of mobs by level to improve the particularity of each floor and give the opportunity to the player to adapt his/her strategy. At each floor, a number of mobs is kept from the previous level. The aim is to create a more logical and readable progression for each game. The new algorithm also sets several new variables for each mob like minimal open door before its spawn, a maximum per wave, probability weight to spawn etc…

Taken from the Dev Blog .

Design Update: What We Have Been Working On

DUNGEON GENERATION ALGORITHM Variables in the level configuration We have completely refactored how we configure the game. Instead of fixed values for each floor, we now describe curves with different abscissas (number of players, levels, difficulty, spaceship, number of open doors, depth…). We need it for a more modular configuration, for the multiplayer and to prepare other game modes (like endless mode). Because it’s a new way to express the variables and their evolutions, we are trying to stay close to the previous version, but there are necessarily some differences. There are also some changes that we wanted to make and are now easier to achieve! Some examples:

  • Reduced the amount of mobs in room in floors 2-4 but increased afterwards

  • Reduced difficulty of waves in floors 2-4

  • Smoothed the exit waves difficulty

  • Reduced number of rooms by level (but there are 2 new levels in the build)

  • And all the other things evoked below

Thanks to the remarks and proposals from the community, and particularly Ail, which help us in this process! Dynamic and Static Events In the previous version, there were only dynamic events: what you found behind a door was generated when the door was opened and allowed us to control the floor difficulty. In the next update, we are keeping the dynamic events and the difficulty variable but we are also adding static events, which are placed at the generation of the level to control the number and the depth position. That means for example that we can be sure that there are exactly 2 or 3 artefacts in level 7, placed mostly not too far from the first room. These static events are currently used for the exits, merchants, heroes and artefacts. Control of the Dust The Dust found in the room is now placed at the generation of the level to control its quantity. There is a minimum and a maximum amount of Dust :dust: placed in the dungeon based on the number of rooms. We also increased the global quantity of Dust. Exit Like I said, the exit is now a static event. It can be found sooner in the dungeon if you take the right path. But the difficulty level increases when you find it: you have the choice to leave quickly the level or not, but taking the shorter path may be not the best solution to reach the surface. Spawn of mobs In the previous version, there was a list of mobs set by floors. At each run, you would encounter the same mobs at each floor. It was good to plan your progression but not really surprising! In the next update, each mob has a curve of spawn in the floors. At the generation of a floor, a number of mobs is picked between a minimum and a maximum set in the configuration. We have reduced the number of mobs by level to improve the particularity of each floor and give the opportunity to the player to adapt his/her strategy. At each floor, a number of mobs is kept from the previous level. The aim is to create a more logical and readable progression for each game. The new algorithm also sets several new variables for each mob like minimal open door before its spawn, a maximum per wave, probability weight to spawn etc…

Source

Steam News / 2 June 2014

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