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Zelda dungeon #6

Description

@cxong

http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php?print=1

http://beckylavender.co.uk/wp-content/uploads/2017/11/ZDG_Dissertation.pdf

  • Generate random tree on map (split map into equal-sized rooms, apply MST)
  • Pick random room as start, find longest path - that's the end
  • Along main path, identify branches - for each one encountered, place a lock blocking the next room and its key in one of the branches before this lock
  • For every unused branch, place something of interest
  • At last room, place a boss/exit

Polish:

  • Add shortcuts on main path as long as this doesn't bypass any locks
  • Add enemies of increasing difficulty
  • Add keys for optional branches too
  • Add one-way doors at end of branches to minimise backtracking (they must lead to shallower nodes of the same path)

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