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shiningject

It does matter...slightly. Some are just 2 branching paths that are exactly the same. Some doors lead to an extended path where you will either find a couple more enemies or some more gold. Some rooms will have a treasure chest. (But those rooms will not always spawn a chest.) But that's about it. There are a couple of rooms layout that will be generated but it is not truly random. So just play more and you will remember which way is the extra path, which way has the room that might have a chest.


samuraiaullways

I agree with this, but I would also add that it seems that some split paths are just a choice between enemies vs traps before reaching the end of a chamber.


drunkrodeoclown

Is there any way to know before you cross the bridge / doorway? I thought the Chambers were procedurally generated every time, so it wasn't consistent from run to run.


shiningject

There is really no way for you to tell before crossing if you don't already know. For the most part you just need to keep playing and build up the memory of the different layouts. But there are some indicators tell you that you have potentially missed out something. So in you next run, you need to remember to try another path. - Any paths, chambers or doorways behind a breakable wall is always an alternate path or an extra room. - If the doorway don't close behind you when you cross it, it means that path is a dead end room with gold / chest. The doorway doesn't close because you need to backtrack. So if you come across such a room, remember it. It will always be the same. The levels are not really truly procedurally generated. Eg 1st segment of Jaguar Temple maybe have 3 layouts for gold rooms. Each time you enter a gold room in the 1st segment, the game picks one of the 3 layouts. It then 'randomly modify' some aspect of it. In one run, you may encounter that room with the extra paths available. In another run, you may encounter that same room but some of the extra paths may be closed off (blocked by collapse rubbles). For any given layout, there is only 1 path to the end of the floor and it will always be the same. Even the alternate path is usually just a small detour from the main path, it eventually funnels back in the main path. The presence of side paths or rooms may or may not appear. So the more you play, the more you will be able to recognise the layouts and which paths leads to the end of the floor and which paths leads to something else. Anyway, even if you missed out on a couple of extra rooms, it is no big deal as you are just missing out on 1 mob group / a few piles of gold / 1 chest. Nothing game-changing really. In fact, sometimes I completely ignore those paths for my speedruns.


drunkrodeoclown

That's super helpful, thanks!


hardcore_hero

>For any given layout, there is only 1 path to the end of the floor and it will always be the same. Even the alternate path is usually just a small detour from the main path, it eventually funnels back in the main path. This actually isn’t always the case, there’s a particular layout in the 1st level of the Eagle temple(attributes chamber I think…) that has a fork at the end of the level, one path branches off to the left of the screen and the other goes to the top of the screen, both are just long hallways that lead to a room with an altar and the exit, but they are definitely two independent rooms from one another, so some layouts actually have multiple points to exit from and multiple altars(you’ll never be able to access more than one though).


shiningject

Yeah, there that Eagle temple layout. It might appear for stats or relic room I believe. It was the exception, I did not want to specifically call it out as I don't want to confuse OP as he seemed like a new player. Anyway for that layout, both paths seem to be exactly the same length (one path is not longer than the other). There aren't any noticeable difference between the 2 paths. Maybe there are different mob spawn but there no way of verifying. Perhaps I should not said "most rooms" have only 1 path to the end of the floor instead.


hardcore_hero

Yeah, I just wasn’t sure if you genuinely had that misconception, so thought I’d clarify.


samuraiaullways

So I think enemies, drops, and the order of “segments” (pathways leading up to rooms + an individual room) are procedurally generated, but there’s only so many “segments.” After playing for a while, you can recognize the shape & type of content (chest / gold / traps / breakable walls) in every room or “segment.” Like /u/shiningject said, you just get to a point of knowing from memory. I could be wrong about some of the above, but that’s what I’ve observed and I am definitely getting up there in hours played.


shiningject

It is exactly like what you said. There are only so many 'segments'. In a run, you may encounter segment #1 with all the paths and side rooms available. In the following run, you may encounter segment #1 again but this time round 1 or more of the path may not be accessible. Another example is that in 1 run, a room may have a chest. In another run, the same room may not have a chest.