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Can randomly generated floors have a climax?

7 replies [Last post]
Sat, 10/23/2010 - 21:32
Nazdar
Legacy Username

I'm not sure how the random floor generator works, but I'd love to see more floors that ramp up in difficulty. Start easy; end tough. Right now, I often find that the toughest part of a floor is somewhere in the middle. Getting to the exit doesn't consistently feel like a feat of skill. It would be cool to always include a +difficulty room and a +loot room right before the end of each floor.

Sun, 10/24/2010 - 06:07
#1
Shoebox's picture
Shoebox
While I think the pacing of

While I think the pacing of levels leaves a lot to be desired, the fact is they're busy fleshing out the game and polishing all of the basics right now.

When they have the time to make more levels and more content, I don't doubt that the random levels will have more bits to play with.

Sun, 10/24/2010 - 12:59
#2
Nick's picture
Nick
Developer
Yes indeed, random levels are

Yes indeed, random levels are a giant project that is always getting a little better as we go along. I love how adding small ingredients only makes the soup more complex and tastier. I think it makes a lot of sense to try and ramp up the challenge as you go along, but I'll always want a little room in there for random spikes of difficulty or craziness (I'm a fan of roguelikes).

Sun, 10/24/2010 - 13:31
#3
Kharnor
Legacy Username
I love roguelikes too. I'd

I love roguelikes too. I'd like to see more randomness within sections and within premade levels. I want to go into an arena not knowing what i'm going to face. I want to walk into a very familiar section of clockwork, and instead of saying "four wolvers and a chroma are going to spawn in that exact spot, let me charge up my sword", I will say "Maybe about 2-6 wolvers, 1-4 chromas and maybe a tree dude or something completely unexpected will spawn when i walk through here, and they could be anywhere".

Sun, 10/24/2010 - 18:25
#4
Shoebox's picture
Shoebox
When does anyone have the

When does anyone have the time to type that much?

Also, I don't think they will be able to add random spawn areas without reworking their editor, since they place spawn markers on levels to mark where they will pop out and what will pop out.
I like the actual pieces of level the way they are now, but as a whole the levels come out predictable.

Like in a multipath section, if you see crystals on one path, that means the other two paths have lucky chests.
Their structure is just so easy to dissect that it makes them all feel the same.

I'd say this is just a problem of not having enough lego blocks to build with, though.

Sun, 10/24/2010 - 19:40
#5
Kharnor
Legacy Username
Well I guess they need to

Well I guess they need to rebuild their editor then. Get to it, guys.

<3

Fri, 10/04/2013 - 13:49
#6
Khamsin's picture
Khamsin
.

This would be a cool feature. Compounds sort of have this, but I think it would be cool if clockwork tunnels were more heavily weighted to have this sort of thing.

Fri, 10/04/2013 - 21:49
#7
Hexzyle's picture
Hexzyle

I agree with the necrobump, this is a good thread (I'm fairly sure this type of thing hasn't been added yet)

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