{"id":359,"date":"2010-09-14T17:11:49","date_gmt":"2010-09-14T17:11:49","guid":{"rendered":"http:\/\/www.qcfdesign.com\/?p=359"},"modified":"2010-09-14T17:11:49","modified_gmt":"2010-09-14T17:11:49","slug":"zomg-new-dungeon-types-in-unity","status":"publish","type":"post","link":"http:\/\/www.qcfdesign.com\/?p=359","title":{"rendered":"ZOMG, new dungeon types in Unity!"},"content":{"rendered":"<p style=\"text-align: center;\"><img loading=\"lazy\" class=\"size-full wp-image-360 aligncenter\" title=\"levelGen\" src=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen.png\" alt=\"\" width=\"402\" height=\"402\" srcset=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen.png 402w, http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen-150x150.png 150w, http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen-300x300.png 300w\" sizes=\"(max-width: 402px) 100vw, 402px\" \/><\/p>\n<p style=\"text-align: left;\">Something that <a href=\"http:\/\/www.qcfdesign.com\/?cat=20\">Desktop Dungeons<\/a> prides itself on is the careful use of space and structures to provide those awesome, randomly-generated dungeon romps. Of course, while each new session creates a unique layout for players to enjoy, the core algorithm that has governed it so far has been &#8230; well, pretty much the same all the way through. Heck, the terrain generation system that you&#8217;ve seen from the freeware is actually just a merry programming screw-up that accidentally turned out well. That&#8217;s about to change.<!--more--><\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: center;\"><img loading=\"lazy\" class=\"size-full wp-image-361  aligncenter\" title=\"levelGen2\" src=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen2.png\" alt=\"\" width=\"399\" height=\"403\" srcset=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen2.png 399w, http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2010\/09\/levelGen2-297x300.png 297w\" sizes=\"(max-width: 399px) 100vw, 399px\" \/><\/p>\n<p>We&#8217;re addressing this pretty carefully in the upcoming Unity build. And though our placeholder art may be bewildering and even a bit frightening (especially to the QCF crew, most of whom don&#8217;t yet know that I&#8217;ve thrown little pink hearts into the dungeon tileset), we&#8217;ve got high hopes for our experimentations with dungeon layout, looking at more open-feel levels as well as extra restrictive ones like labyrinths and swamplands. Variable dungeon sizes and juicy sub-dungeons for special set pieces will also be playing a role.<\/p>\n<p>Of course, we appreciate the delicate balance of the current system: number of tiles to explore versus freedom of movement and all that other jazz. That&#8217;s why we&#8217;ll be throwing in quite a few fresh enemy types with their own effects that can (hopefully) give any dungeon&#8217;s layout more of an impact and force the player to think adaptively &#8212; even in situations that initially appear easy.<\/p>\n<p>Stay tuned for further blog posts explaining the weird wall vampires!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Something that Desktop Dungeons prides itself on is the careful use of space and structures to provide those awesome, randomly-generated dungeon romps. Of course, while each new session creates a unique layout for players to enjoy, the core algorithm that has governed it so far has been &#8230; well, pretty much the same all the [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[4],"tags":[19,18],"_links":{"self":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/posts\/359"}],"collection":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=359"}],"version-history":[{"count":0,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/posts\/359\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=359"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=359"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=359"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}