Monday Screenshot 7/6: Dungeon Generation
I've been working on a lot of "behind the scenes" stuff in the past week, but some of that has been to vary the dungeon generation a bit (need to address the universal complaint that Solomon's Keep is too much of the same-same-same!) One of the things I enjoy a lot in games is to find spots that are inaccessible until I can find my way to get to them, such as this cliff here, with a door up above.
I don't intend to fill the game with any kind of mental challenges, etc, but I do want to add a very light "metroidvania" component to it-- simple stuff that happens every few floors just to break up the "shoot, kill, repeat" a little bit.
Comments
http://gyazo.com/f459a0e6d7cfcbccf01eeb683e9b53d3
Maybe its a pole vault pole to get up to the door. Ha