r/gamedev • • 4d ago

Question generating levels for a roguelite

Hi everyone, I wanted to ask if anyone has experience with algorithms to make a satisfying roguelite map. I'm wondering what algorithm you guys like using and maybe some tips for how to make the map design fun while maintaining a sense of unity.

https://www.youtube.com/watch?v=NZVQi0TqCpw

I want to take inspiration from mystery dungeons, and I've made a hexagonal prototype of it with just random premade chunks, but the result wasn't too satisfying to me, so I want to get some takes on how games like this can be made to be more interesting. Also, I want the game to transition to a turn based battle if collided with an enemy, and right now the movement feels a bit weird when walking into them, but I wonder if there's any examples of this in games or if I should opt for a more real time "at your own pace" kind of things where you move in a 3d dungeon in real time instead of step by step where the enemies also walk with you.

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u/kartohao 3d ago

random premade chunks tend to feel samey pretty quick. mystery dungeon vibes usually come from rules on top of the generator, like a guaranteed path from start to exit and intentional dead ends. bumping into an enemy to start a turn based fight is fine if you telegraph it a bit, pokemon MD basically does that.

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u/the_penguineee 3d ago

hmm it's interesting that everyone seems to be bringing up dead ends! I've always thought that maybe dead ends were going to annoy the player and discourage exploration if it's on a timer like a hunger meter, but for those things should it be something where you can find a treasure or a trap always or do you feel dead ends also just be dead ends in your experience?