Prism - Design Document Snippet #2 in Off Topic
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Systematic Chaos
Dont mistake random for boring. Prism borrows concepts of random dungeon generation from roguelikes with one big exception: Nothing is truly random. Random maps are generated from predefined rooms and corridors. Although many rooms and corridors are defined in order to make seemingly completely random dungeons, the game will actually be entirely predefined. This allows us to employ some aspects of a roguelike and some aspects of an MMORPG.
Dungeons will be unique and interestingdont expect rectangular rooms to be the norm. The predefined rooms/corridors allow us to give true shape to a dungeon. Catacombs will actually be structured like catacombs. Caves will actually be structured like caves. You get the idea. Were not just connecting a bunch of boxes and putting mobs and loot in them.
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