Hey guys, what's up?
I was wondering. Latelly I've been studying Game Design and the possibility of creating interesting mechanics. I've came to the realization that games are more interesting when they have either (or both) Customization and Randomic maps. Makes players think their tale in that little world is unique. I'm Okay with the movement mechanics, shoting, bombs and everything else. Although I must say one thing really troubles me.
How would a rogue map generator work in C2? (Not tiled, I mean.)
Say I have 300 layers, each of them with one template of map with enemies, chests, obstacles, etc. [The items out of the chests would be chosen by a random number generating event that triggers once you open it (with a key) and drop out a pre-defined "pack" of items.] Once you reach a door you'd get send to the map "below" (would acord to the minimap), meaning on the start of each floor the program would have to create a simple logic to put together adjacent maps (layers) so that the door A leads to B and B leads back to A in a chain of many other rooms.
This is what I'm using as a reference (If you've ever played Binding of Isaac, it's become one of my favorite games)
So, could someone that understands more of programming than me enlighten me about this system inside the Construct2 Event system logic ? :{