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The area now uses proper level generation logic and supports all the sorts of variance that regular dungeon levels can have. There's also a load of new rooms designed to use the new features and hazards of the quest area:
There's still quite a lot more for me to implement before a proper beta, but all of the things I've added in the tester area give a pretty good idea of where things are going, so lets go over them in a little more detail.
Second, enemies that are nearby but behind walls can be 'heard' in the vault. This is represented as some VFX that play as enemies move in tiles outside of your FOV. This gives you a way to know enemy movement without exposing yourself to them.
Lastly, enemy detection chances are different in the vault:
Currently every enemy in the tester area is just a simple rat, but the full quest will make use of a variety of enemies at different levels of strength. Some enemies will be able to be tackled early on, while others are best avoided until you've geared up.
Next we have Fire Vents, which ignite anything on their location based on a pre-programmed delay. They can only threaten one tiles each, but can be placed a lot more flexibly. Here's an example that covers a room and vents fire in an alternating pattern:
Lastly there are Laser Sentries, which act a bit like scanning sentries but with a single laser beam and potentially more variable cooldown. Like fire vents, these work a bit better for coating a room than scanning sentries, and can make a pretty complex hazard pattern with a bit of randomness:
Of course these hazards can work to just make regular traversal more tricky, but they're at their best when they're guarding something!
Tier 2 treasure rooms will have mid tier loot and involve a couple caves-level enemies or hazards configured in a way that the player will need some better equipment and/or a consumable to overcome them. As an example, this room uses bookcases to hide its real loot, so you'll need an item capable of burning them down.
Tier 3 treasure rooms will have the best loot, and so will be substantially more difficult. They'll likely have multiple city-level enemies, or hazards that require a specific high-value consumable to overcome. As an example, this room is filled with more than enough sentries to make looting impossible. You'll need a high-value item like a potion of invisibility or the Rogue's cloak of shadows.
My goal is for these tiers of treasure rooms and variance of enemy strength to create a nice gameplay flow through the quest. The player starts out by sneaking around, identifying the rooms they can solve, and steadily gets stronger and becomes able to confront the hazards they previously avoided.
A Simple guide for Beginners
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