Difference between revisions of "Dungeon persistence"

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(one other option that generates levels only once)
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* persistent, where once a level is generated it is fixed, and its contents will not change randomly upon re-entry.
* persistent, where once a level is generated it is fixed, and its contents will not change randomly upon re-entry.
* mostly persistent, which is a persistent dungeon that may be slowly re-populated with wandering monsters.
* mostly persistent, which is a persistent dungeon that may be slowly re-populated with wandering monsters.
* one-way only, meaning that once you leave a level, there is no return. This evades the whole question of persistence and can also act as a game-play factor ("Do I avoid the Brain-gobbler by popping down the stairs and miss out on half the level, or do I risk battle with a dangerous monster to avoid hurrying on?") and mood-creator ("There is no going back.").


== Non-persistent dungeons ==
== Non-persistent dungeons ==
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* The player doesn't have to venture far to come upon a new scenario
* The player doesn't have to venture far to come upon a new scenario
* Easy for player to [[farm]] previous levels for experience/treasure
* Easy for player to [[farm]] previous levels for experience/treasure
* Dungeon size issues are pretty much solved


== Persistent dungeons ==
== Persistent dungeons ==
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* Items remain in place (can drop stuff off and it will be there if you come back (see [[Stash|Stashing]]))
* Items remain in place (can drop stuff off and it will be there if you come back (see [[Stash|Stashing]]))
* Modification of dungeon (such as digging tunnels or blowing up trees, ect) is permanent
* Modification of dungeon (such as digging tunnels or blowing up trees, etc.) is permanent
* Realistic
* Realistic, in the limited sense that a fantasy dungeon setting can be realistic
* Sense of accomplishment in exploring an entire level can be attained
* Sense of accomplishment in exploring an entire level can be attained
** Complete exploration is encouraged, which may be good or bad, depending on design goals
* Bleak if a level has been permanently cleared
* Bleak if a level has been permanently cleared
* The player is stuck with whatever level is initially generated, even if it has some undesirable features, such as several [[out of depth]] monsters near the entrance


== Mostly persistent ==
== Mostly persistent ==

Revision as of 17:37, 25 November 2009

Dungeons may be:

  • non-persistent, where a level is different every time the user returns to it through an entry point, such as a set of stairs.
  • persistent, where once a level is generated it is fixed, and its contents will not change randomly upon re-entry.
  • mostly persistent, which is a persistent dungeon that may be slowly re-populated with wandering monsters.
  • one-way only, meaning that once you leave a level, there is no return. This evades the whole question of persistence and can also act as a game-play factor ("Do I avoid the Brain-gobbler by popping down the stairs and miss out on half the level, or do I risk battle with a dangerous monster to avoid hurrying on?") and mood-creator ("There is no going back.").

Non-persistent dungeons

In early roguelike games, the non-persistence of dungeons had more to with memory limitations than it did with enhancing gameplay. Thus dungeons in most new roguelikes are not of this variety (Angband being a notable exception).

  • The player doesn't have to venture far to come upon a new scenario
  • Easy for player to farm previous levels for experience/treasure
  • Dungeon size issues are pretty much solved

Persistent dungeons

Supporting persistent dungeons makes life a little more difficult for the developer since it requires the dungeon state to be loaded and saved between games and, very likely, every time the player moves from one level to the next.

  • Items remain in place (can drop stuff off and it will be there if you come back (see Stashing))
  • Modification of dungeon (such as digging tunnels or blowing up trees, etc.) is permanent
  • Realistic, in the limited sense that a fantasy dungeon setting can be realistic
  • Sense of accomplishment in exploring an entire level can be attained
    • Complete exploration is encouraged, which may be good or bad, depending on design goals
  • Bleak if a level has been permanently cleared
  • The player is stuck with whatever level is initially generated, even if it has some undesirable features, such as several out of depth monsters near the entrance

Mostly persistent

The most complicated type of dungeon from a developer perspective, a mostly persistent dungeon requires code that will determine at what frequency the dungeon should be re-populated, and also to handle the actual re-population.

  • Arguably more realistic than the other options
  • Makes traversing levels that have been previously cleared more interesting (or perhaps tedious)