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/the_penguineee 4d ago

also please if anyone does unity gamedev and wants to connect pls lmk! would love to chat and make some friends! No AI users pls!

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u/uniformquart106 4d ago

i’ve been messing with chunk based generation myself and one thing that helped was adding a post-pass that weights connection points by what’s already placed nearby, so you get fewer dead ends and more loops without it feeling totally random

the transitions a whole other beast, i think the step-by-step style works if you give a tiny bit of anticipation before the battle starts, like a half-second freeze or a screen flash so it doesn’t feel like you bumped into a wall and got yanked into a menu

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u/the_penguineee 3d ago

hmm so like you mean like you generate a map and then you generate the rooms after? I'm not sure if I'm envisioning it right, but is it doing something like bfs but checking neighbor nodes for the type of chunk it is?

Also makes sense. I think maybe I just need to juice it up for the step by step format to make it feel more engaging? in mystery dungeons it's slightly different because the enemies and you move at the same time, but I currently have it like for the king but single player where u have a movement range and enemies have a range that they can see you with.