-
Notifications
You must be signed in to change notification settings - Fork 0
Engine Exploration
KungRaseri edited this page Mar 19, 2026
·
1 revision
Status: ✅ 100% Complete (See COMPLETED_WORK.md)
The Exploration System provides diverse locations for players to discover and traverse with varying purposes, difficulties, and content types.
- Towns: Safe zones with services, NPCs, shops, quests
- Dungeons: Multi-room combat encounters with treasure and bosses
- Wilderness: Open areas with random encounters and resource gathering
- Points of Interest: Unique locations with lore and secrets (Future)
- Location Discovery: Hidden until found via exploration, quests, or hints
- Fast Travel: Instant return to discovered locations
- Location Levels: Fixed or dynamic difficulty with appropriate enemies/loot
- Location States: Undiscovered, Discovered, Cleared, Active Quest, Locked (Future)
- Enemy Spawns: Location-specific enemy types and probabilities
- Loot Distribution: Location-based loot tables
- Environmental Properties: Weather, lighting, temperature, danger rating (Future)
- NPC Presence: Merchants, quest givers, trainers by location type
- Shops: Buy/sell items with merchant types (blacksmith, alchemist)
- Inns: Rest, save, rumors, buffs (Future)
- Quest Hubs: NPC quest givers and quest boards (Future)
- Trainers: Teach abilities, respec attributes (Future)
- Crafting Stations: Access to forge, lab, altar (Future)
- Room Types: Combat, treasure, rest, puzzle (Future), boss rooms
- Multi-Room Progression: Navigate 5-15 rooms depending on size
- Dungeon Difficulty: Easy to Legendary with scaled rewards
- Procedural Generation: Room templates with branching paths
- Random Events: Combat (60%), peaceful encounters, resources (Future), caches
- Biome-Specific Features: Forests, mountains, deserts, swamps, tundra with unique properties
- Encounter Scaling: Difficulty based on distance from safe zones
- Location Variety: Multiple location types for diverse gameplay
- Progressive Difficulty: Locations guide players through content
- Dynamic Content: Procedural generation ensures replay value
- Service Integration: Towns provide progression and utility access
- Quest System - Quest objectives tied to locations
- Combat System - Enemy encounters in exploration
- Crafting System - Resource gathering and stations
Home · Getting Started · Contributing · FAQ
Characters & Progression
Combat
Items & Economy
World & Content
Extensibility
Regions & Zones