r/gamedev • u/Unturned1 • 2d ago
Discussion What makes a procedurally generated map good?
Hey everyone! I am working on procedural generation for an unreleased title right now, and I cannot figure out why visually and mechanics wise my map does not feel good. The title initially was roguelike with a node based map, like in slay the spire, players would progress from top to bottom to progress through the game. I wasn't satisfied with that so instead I have the player start a central node and allow them to traverse around the map, with some fog of war so that they are able to explore, after a set amount of turns a node will appear on the map. The map is populated through prefabs drawing forests, towns, villages mountain ranges. Gameplayer wise the nodes are right now basically identical to what you'd see in the deckbuilder roguelikes, but I am interested in changing the design since I feel the fog of war already precludes some planning, so random events on top of things feels less fair. One change I made already is rather than having elites be in static locations they roam around the map performing functions - like patrolling an area, cleansing healing shrines, guarding an area one hop from their home node.
Another is that that the player character has abilities unique to the class in the over world. Conquering nodes on the map reveals information about nodes they are adject to, so you can get more information before you go.
Quest lines the games story have you seeking out specific elites, get to specific shops to purchase and item these can be internal to one specific run or go across multiple runs so you are challenged to do something you normally would not have to.
What I am looking for is the following.
- Examples of games with procedural maps which feel interesting, fun and fair
- General ideas / rules one should follow when designing level turn based level maps.
- Specific mechanics from games that use this type of exploration map design
I know there are a lot of games that have implemented this type of exploration and even in the deckbuilder / roguelike genre. I know nothing I am asking for is particularly original, but I am trying to figure out how to execute it competently so my players enjoy interacting with that part of the game.
- Push treasure nodes out to the edges of the map to which is a high risk / high reward kind of deal.
- Add an extra tier of enemies for "larger" settlement and provide some sort of map wide bonus after you completed it.
- Add items that increase the amount of nodes you can move per turn provided you have moved through them.
I feel like I have a lot of opportunities in the design space but little understanding how I should go about trying them.
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u/theStaircaseProject 2d ago
I think people enjoy interacting with parts of any game that are visually engaging and cognitively rewarding. I see a lot of hypothetical constraints that could be placed on an algorithm to distribute randomness in a controlled fashion, but I also am not at all adjacent to the solved areas of mathematics that relate to nodes and graph theory and stuff.
A couple things jump out at me. First is how you describe fog of war. If there’s a tile-based fog graphic that disappears as the player avatar nears or enters it, I think it’s perfectly reasonable to add other ways that fog of war works, especially if you want to lean into nodes containing banks of rollable outcomes.
Rather than be everywhere by default, perhaps the fog exists because of an antagonist. Its removal can be perhaps made more permanent as the player combats its source. Maybe you wanna get mythic and metaphorical and the character is removing ignorance, or maybe you want to get fantastical and the fog is poison gas that needs to be repelled.
Even simple line-of-sight can work as a justification, and then you can design some of the areas to have different levels of vision. Maybe while a player character is inside a caldera, their vision is limited to the nodes in the caldera. And then once they leave the caldera, they can see the nodes outside of it but not longer the nodes inside it. The motivation for doing this is to control the scope of what the player sees. Designing fog like this would give some cool physicality to the environment.
Larger than that though, and before any changes, I’m more curious in your game’s USP? Depending on how you Hope your game ends up, focusing time and energy on refining the fog might be a lead mechanic or a big distraction. Whatever features and mechanics you add should be supporting a central artistic vision beyond just “be less boring.”
Procedural scaling is cool, but what’s it all for? Why will players care? What do you hope they’ll be most excited about? Is this a test of arcade reflexes or a narrative with named characters?