12-04-2015, 06:05 AM
I'm sure a lot of you know exactly what I mean by the title, but, I'll explain in detail.
Fire Altars, Crypts, Whirlpools, Black Doors, and Forests all suffer from this. Forests are less likely due to their wider hallways and lack of doors, but, it -does- happen sometimes, just not nearly as bad as the other dungeons.
I'm talking about this:
Segments of dungeon that consist entirely of nothing but 1-tile wide corridors, sometime spanning over 30x30 tile areas if not even more, and sometimes there /isn't even anything there/, or like in the above example, happen to be hiding the stairs in one dead end of it. It's much, much more prevalent if the dungeon gets the Giant prefix. I don't think I need to go on about why these are terrible.
As to how to fix it? Just look at the few dungeons that don't suffer this problem. Tunnels, Caverns, Castles, Deserts, and Bandit Dens all generate in a way that this never happens. Sure, there's small hallways, but they never loop into themselves and into other 3x1 repeating hellholes. The latter examples are just wide linear pathways, which are fine, too. Deserts are just big empty boxes, which are ALSO fine.
Some of the dungeons might be better with the more room-based generation (Fire Altars/Crypts) and some might be better off with the more open approach (Whirlpools, Black Doors, Forests). It'd be great if they got their own unique generations in the future, but, I'm just pointing out the issues with how they are now.
So, opinions?
Fire Altars, Crypts, Whirlpools, Black Doors, and Forests all suffer from this. Forests are less likely due to their wider hallways and lack of doors, but, it -does- happen sometimes, just not nearly as bad as the other dungeons.
I'm talking about this:
Segments of dungeon that consist entirely of nothing but 1-tile wide corridors, sometime spanning over 30x30 tile areas if not even more, and sometimes there /isn't even anything there/, or like in the above example, happen to be hiding the stairs in one dead end of it. It's much, much more prevalent if the dungeon gets the Giant prefix. I don't think I need to go on about why these are terrible.
As to how to fix it? Just look at the few dungeons that don't suffer this problem. Tunnels, Caverns, Castles, Deserts, and Bandit Dens all generate in a way that this never happens. Sure, there's small hallways, but they never loop into themselves and into other 3x1 repeating hellholes. The latter examples are just wide linear pathways, which are fine, too. Deserts are just big empty boxes, which are ALSO fine.
Some of the dungeons might be better with the more room-based generation (Fire Altars/Crypts) and some might be better off with the more open approach (Whirlpools, Black Doors, Forests). It'd be great if they got their own unique generations in the future, but, I'm just pointing out the issues with how they are now.
So, opinions?