What is a mission graph?
This is an article that is being edited.
The mission graph is a beta feature. The basic algorithm is ready, but we would like to reflect the opinions of designers on how to have the parameters.
This system is a beta version to incorporate the opinions of designers and artists. Specifications are subject to change without notice. We are looking for advice from designers and artists. Please fill in the discussion.
This system is based on THE ZELDA DUNGEON GENERATOR and automatically generates missions that proceed to the goal while unlocking .
In the generated rooms and corridors, the system records the placement of locked doors and keys. Based on this information, DungeonRoomSensor
and DungeonDoor
spawn actors according to their roles to realize missions to conquer dungeons.
Internal data of the mission graph
The following graph shows the structure of a mission generated by the mission graph system.
The arrows are passages. An arrow with Lock
indicates a locked door. Unique lock
is a door that can be opened only by the only key in the dungeon. It is the so-called boss door.
A square is a room. The Item
in the square is an item to be placed in the room. Items can be placed as they are, or they can be obtained by defeating enemies.
graph TB; 0_18_2["Item:Unique key"] 15_22_1["Type:Start"] 9_20_1["Item:Key"] 27_5_1["Type:Goal"] 8_26_1["Item:Key"] 22_24_1["Item:Key"] 10_13_1["Item:Empty"] 15_15_1["Item:Empty"] 15_7_0["Item:Empty"] 20_0_1["Item:Empty"] 15_22_1<-->|"Lock"|22_24_1; 15_22_1<-->8_26_1; 8_26_1<-->9_20_1; 9_20_1<-->0_18_2; 9_20_1<-->|"Lock"|10_13_1; 10_13_1<-->15_15_1; 15_15_1<-->15_7_0; 15_7_0<-->|"Lock"|20_0_1; 20_0_1<-->|"Unique lock"|27_5_1;
How to realize missions
The mission graph is already created at the same time as the dungeon is created.
The DungeonDoor
sets the necessary locks and the DungeonRoomSensor
spawns the necessary actors in the room.
Please see the video for specific instructions.