With each seed, the level looks different because it is made of different "building blocks". You can see the entrance, different types of combat rooms, teleporter rooms, treasure rooms etc. The seed is displayed at the top for each variant. Look at 2:08 onward where you can see different variants of the Ossuary. It's from a very early version of the game so the game looks very different. Here's a video that shows how this works: Another seed number may determine that the entrance will be followed by a hallway which splits into 2 paths where one leads to a trap section which leads to a shop and the other path leads to Combat room #16 etc. The seed may determine that it will have to place Combat room #23 right after the entrance of the level followed by a Cursed chest. So when the game engine has to determine how to build each level it will look at the seed. Even the locations of runes in the floor and walls will be fixed.īehind the scenes, the devs have made a huge series of different variations of each room type: there's different variations of hallways, combat rooms, treasure rooms, shops, teleporter rooms, Lore rooms, trap sections etc.Ĭurrently there are 1700+ rooms in the game. You'll see the same rooms, the same items and the same enemy locations. That means that each time you play in Custom mode and use a specific seed number to play, the levels will look the same on subsequent runs on the same seed number. The engine decides how to generate levels, which rooms to use and their general layout based on this number. You can enable the display of the seed in the game options. With Dead Cells, the seed is made up of 6 digits: #. This key is referred to as the Seed and it can be numbers, letters or a combination. This can be entire levels, items and their placements, even creatures. In broad terms, with procedural generation the game engine uses a specific "key" and based on this key it will generate whatever objects it needs. This game uses the latter to generate its levels. There's random generation and there's procedural generation. I'm not an expert on the subject, but I do understand quite a bit about it nonetheless.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |