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WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Anyway, here's my notes. Money sink.
hours of gameplay and therefore my goal is to create an openworld where my character can explore 6 different micro-environments each taking about 15 minutes to complete and each with their own set of obstacles, characters and stories. But in my world I expect to have a lot of rough edges. I want a game with roughly 1.5
Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since openworld games generally allow backtracking by default.
Rampant terrain destruction is awesome, by the way ;). The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay. Generating more paths would likely make Garrisons easier in some regards (unnecessary!), Garrison encounter distribution samples, color-coded by category.
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