Random vs fixed pieces
While many rooms are randomly generated throughout the levels of Minecraft Dungeons, there are also ones that are fixed and never change. These rooms serve as landmarks, or set pieces, meant to create red threads for every mission – a good thing if you ask Laura and Christian, as procedurally generated content needs boundaries.
Christian: Let’s say that, after you have cleared five rooms, you encounter a landmark room. That room can have four different variations, but it will still make you realise that “Alright, I have cleared five rooms” even if you didn’t really keep track of that in your head. It will also make you realise that “Alright, I’ve now reached an environment that is different from the rest” – and that will tell the player that they’ve made progress through the level itself. It also breaks up the monotony and makes the level look more interesting!
Laura: Landmarks are important for the sake of the missions and the story. But in our secret missions, we don’t need as much, because they are bonus quests, so then those are a lot less landmark-y and are a lot more labyrinthic and wild in that sense, so there’s still a bit of both!
So what decides how much procedurally generated content a level gets?
Christian: If we take Desert Temple for example, we specify how many rooms that level should consist of. We can also tell the generator editor that “Ok, we want to include these specific rooms” or even what type of rooms we want to include, like rooms with traps. For instance, you'll only encounter a certain amount of trapped rooms at a certain point in the level, which is something we've defined beforehand.
Laura: There are levels where this is very clear. Fiery Forge for example, where you always start the level outdoors, then enter the forge which includes all of these different groups of rooms. So within that, they are very random, but they are always going to appear in this order.
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