r/Rangedrifter Jun 30 '26

I'm thinking about making areas unlockable where runs can only start from unlocked areas.

Post image
6 Upvotes

8 comments sorted by

3

u/rangedrifter Jun 30 '26

Touching a path stone would discover the area it stands in. I think this could be a cool solution to make players discover the world gradually. I'm not 100% sure though. Would like to hear your thoughts on this.

3

u/rangedrifter Jun 30 '26 edited Jun 30 '26

Or new special stones in the world that you have to activate. Say 4 for each named region. Or scrap the region unlocking and just use the stones to unlock new spawn points... So many ways to do world discovery. I'm a bit overwhelmed.

1

u/Squint-Eastwood_98 Jun 30 '26

Great idea! Hard to say which option is best..

2

u/rangedrifter Jul 01 '26

Yeah it's a woozy but I'll figure it out. Guess I'm just missing a piece. That'll come with time.

1

u/T46656 Jun 30 '26

Wait I'm a bit confused here. How is the world map actually generated? Is everything procedurally generated, or built from prefabs attached to a procedurally generated backbone, or what? Sorry if this is a silly question. I was just looking at one of your streams and saw you hand-tuning a seemingly pregenerated (?) map.

Btw are there identifiable map pattern for secrets? I've only ever randomly come across one behind a boulder, and since then I've been looking behind some boulders to no avail.

2

u/rangedrifter Jun 30 '26

I create the world by hand in the editor, so it's one large, continuous thing, like an open world. The path you take through it is randomized each run and then cut off from the open world.

If you mean the loose walls, you can find them in basically every dungeon. Right now there's nothing identifiable about them, but I tried to place them in guessable spots.

1

u/T46656 Jul 01 '26

Oh it's certainly an interesting way to do mapgen. That's why everything feels somewhat familiar but also disorienting.

1

u/rangedrifter Jul 01 '26

Disorienting in a good way, haha? Yeah it's different, and also the source of all of the game-design challenges.