like different dungeon zones to go to with a linear end game zone like ftl or just totally random procedural generation of new areas
http://crawl.chaosforge.org/The_Shoals
there's a set of branches within crawl, some appear and some don't per run. each has a theme.
i.e. each run you randomly get a set of branches, you can complete them, the completion goes into you completing a certain "run" or something.
i like the idea of streaking in roguelikes if it's just pure score per run you over encourage risk taking to get broken mcguffins and run abandoning to reseed
Streaking is not mutually exclusive with scoring.
You could probably do something like that, maximum score over X amount of runs without death. I guess.
word there could be a way to implement it
You can just stick whatever shit you want in the morgue file tbh.
(Also it's 2022 so all the "fanbase" will be expecting to view the morgue file ingame with numbers and stats like the StS morgue files)
nope don't think you do that
you make them open up a web browser to view their scoring
I'll have to see if I can pass that through my Publisher. (Ch.W. Productions)
can you imagine how many points you'd get from ■■■■■■ game reviewers if you do something so pretentious to make people open up text files to view their scores.
it's so pretentious they'd love it.
People actually loved zachtronics games so much because it made them open code docs outside of the game.
so would each level have a possible choice of which zone to visit next or just 1 path?
There's a choice, and not all choices appear every run (at least that's how it is in DCSS).
the idea is to drop the potential for another level through the tile generator. random chance of accessing a ceratin branch (which could be gated behind completing another branch, accomploshing something, etc.)
yea i mean that's really feasible the easiest prop to use would be picking up keys. which could give an incentive to stick around and clear levels instead of rushing to the next zone