Hey guys, welcome back to another devlog. Alright, so in the past 10 days not a lot has really happened in development. That's not to say I haven't been working hard though. As of right now, about 25% of the OST is done. So that's good! I've also completed the random dungeon generation. That took quite a lot longer than I thought but that's okay. But now that that's done I have a new task. I need to create all the rooms. This is going to take some time. Just for now, I plan on 10 rooms per direction. That may not sound like a lot, but let me break it down for you. These are the room combos I need to have.
So that's 15 room combos and each needs 10 room variants. Lets play Math with CrackedGhostGames. 15x10 = ... 150! Yep, 150 rooms are needed just for the first build of the game. Each room has to be unique as well. I can't just make the same variant but with a different exit/entrance. I mean, I could but that would get repetitive. And honestly, even 150 rooms is going to get repetitive, so upon final release I still need to make more rooms.
Okay so there's tedious task #1. Let's move on to tedious task #2, enemy spawning. So obviously if you've ever played roguelikes you know that the more gear you get, the stronger you get, the stronger the enemies get. Well, this is going to be a problem. So now, for each of those rooms, I need random enemies to spawn each time. On top of that, I need those enemies to stack to your power level. So we have a random room being generated, with random enemies, that stack to your level. Fun fun. I'm sure I'll figure out something out but for now I'm literally clueless.
Now for tedious task #3. Chest+Item spawns. This is kind of the same issue that I'm having with the enemies. I need to figure out when a chest will spawn, and how to make the engine detect your level, and give you something accordingly. Again, I'm not sure how I'll do this, but I'll get to it.
Finally, time to get into some personal life stuff. I recently got put to full-time on my day job so I won't be able to work on gamedev as much as I used to. I'll still be working hard on it and to be honest I'll probably be working even harder on it. Working on games for damn near 15 hours every single day burns you out... fast... But now that I have a cooldown time at work for 8 hours a day, I can work on my game more efficiently and avoid burnouts. So this is a both a good and bad thing but hey, better that than starve to death!
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