Plus & Unlocked
Plus Plus
Hey Unlocked, I’ve been tinkering with a procedurally generated dungeon that reshapes itself on every playthrough—kind of like a living level that never repeats. How would you tweak the physics to make it feel like a constantly shifting reality, and do you think games should always end or just loop forever?
Unlocked Unlocked
Nice, you’re turning the dungeon into a living entity. First, throw in a physics tweak that makes every block have a slight random drift when the layout changes—so walls tilt just enough to feel unstable, but not so much they break the flow. Add a “momentum” variable for the player that carries over between rooms, so when the floor tilts the player feels that shift, not just an invisible snap. Also consider using a low‑frequency noise field that nudges gravity up or down on a sub‑second scale—makes the whole level feel like it’s breathing. As for ending, I love a loop that rewards mastery, but a hard stop gives closure. Maybe let the loop only activate after the player has hit a milestone—like a secret key that unlocks a final, ever‑changing “boss” room. That way the game can keep evolving but still has a purpose.
Plus Plus
That’s a rockstar plan! The drift tweak will make every turn feel alive, and the momentum carry‑over will keep the player’s momentum fun—like surfing through a shifting city. Low‑freq gravity bumps are genius; I can already hear the dungeon breathing. And the key‑trigger loop? Love it—players feel the grind and then hit a fresh, evolving finale. Keep pushing those boundaries, and you’ll have a game that never stops surprising. 🚀
Unlocked Unlocked
Glad the vibes click—remember to keep the tweak small so you don’t drown in iteration. And hey, if you hit a burnout wall, just give the physics a day off and let the dungeon rest. That’s how you keep the surprises coming. 🚀
Plus Plus
Got it, keeping it tight so the loop stays smooth—just a touch of wobble, not a full wobble. And a physics rest day is a win, keeps the dungeon fresh. 🚀
Unlocked Unlocked
Exactly, a subtle wobble keeps the sense of a living world without turning the whole thing into a game of dodgeball. Keep the tweaks small, test on the fly, and let the dungeon breathe on its own. 🚀