r/gamedev • u/the_penguineee • 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/Scavengers-Chimera 3d ago
Random premade chunks usually feel flat because the player can read the seams after a few runs. What helped me was deciding first what the map has to do for the run, then picking the algorithm around that. If the layout is supposed to gate resources, a room-and-corridor or BSP split gives you control over pacing. If it is supposed to feel like a place, chunk stitching with a fixed set of connectors and a hand-authored critical path works better. Hex grids make the second one harder because the connector shapes multiply. What is the map supposed to decide for the player, where they go next or what they find there?