- #ENTER THE GUNGEON SECRET ROOMS HOW TO#
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But there can be harder cases than before. The same map as composites before final assemblyĪs you can see, the remaining connections don’t really leave much choice in this case.
#ENTER THE GUNGEON SECRET ROOMS FULL#
Final AssemblyĪt this point small individual pieces of the dungeon have been connected to each other, but the composites themselves still needed to be put together into the full map. The corridor must be between 4 and 30 units long (50 in the mines). Otherwise it pathfinds between the exits, and makes a “room” that is just a narrow corridor. If possible, it constructs a small rectangular room between those exits. When it has constructed all the rooms, it still needs to add one more connection between the last two rooms. Once the loop is half constructed, it starts to prefer exit pairs that bring the two unclosed ends of the loop closer together. To begin with, exit pairs are picked randomly (with preference for opposing walls, west-east or north-south). Meanwhile, loop composites are laid out by adding entries from the loop, alternately at either end of a line. If layout isn’t possible, it will backtrack and regen the choice of room, up to 3 times. Generally, the algorithm prefers to select exits far from already used exits. The algorithm only picks pairs of exits that locate the new room without overlapping with what has been placed so far. To be more specific, tree composites are laid out by walking the tree depth first. The new room is then aligned so that its exit connects directly to the exit of the previous room. Exits are are pre-defined locations in the metadata for each room. Then rooms are added to the layout one by one, by picking a pair of exits, one in the new room, and one in the layout. To lay out a composite, the first room is put an arbitrary spot. The same flow, after injection and separating into composites Composite LayoutĮach composite is then laid out separately, in a separate map. Nearly every special room in the game is specified with node injection, including vendors (other than main shop), jails, fireplace and elevator rooms. They have a 90% chance of appearing, and have no pre-requisites. For example, secret rooms usually spawn at dead ends, but have a 1/5 chance of being attached to any room.
![enter the gungeon secret rooms enter the gungeon secret rooms](https://www.yekbot.com/wp-content/uploads/2018/12/Enter-the-Gungeon-How-to-Find-Secret-Rooms-Easier.jpeg)
This feature is quite flexible and is is used for all sorts of purposes.Įach injection contains data specifying what sort of thing should be inserted, where it should be inserted, probability of spawning, and any pre-conditions that must be met (such as having a master round, high curse, or having not yet rescued a character). Similarly, some sections of the flow file have alternate paths, and one of them is selected at random. This feature is only used on the later, larger, stages. Firstly, some specified rooms are replaced with lines of rooms of random length.
![enter the gungeon secret rooms enter the gungeon secret rooms](https://i.ytimg.com/vi/a8iBCzCjivE/maxresdefault.jpg)
The flow file is transformed in a few different ways. I think this is mainly a quirk of how the game was developed, but it is handy for some of the map analysis routines that all loops have a well defined beginning and end. Then extra connections break the tree structure to add loops. The connections are actually directed – each flow chart starts from a root node, and then forms a tree of children nodes. Each room includes metadata about what type of room it is, and what connections it should have. It’s a graph data structure, meaning it stores the relationships between rooms, but nothing about their positioning. The process starts with a randomly picked flow file, like the one drawn above. Let’s go over the full process, it contains a lot of clever ideas. There’s an extra room directly below the shopkeeper room that doesn’t correspond, and there’s these weird corridor rooms.
![enter the gungeon secret rooms enter the gungeon secret rooms](https://finishedbasementnj.com/wp-content/uploads/2018/12/IMG_2894.jpg)
You may have spotted that the flow diagram and the map don’t actually correspond perfectly.
#ENTER THE GUNGEON SECRET ROOMS DOWNLOAD#
I’ve made a full list of layouts to download here.
#ENTER THE GUNGEON SECRET ROOMS HOW TO#
They’re so noticeable, that speedrunners eventually spotted the differences and created charts indicating how to find the boss as fast as possible. This might be a gigantic loop, or an important multi way fork, or having to travel through the shop to get to the end. They’re not generic – each is designed around a specific feature that you can notice with experienced play. The Hollow has the fewest with 4, while the Gungeon Proper has the most at 8. There’s a handful of these layouts, called flows, per stage in Gungeon. The other rooms are either prespecified, or drawn from a specific table of rooms. Not shown are “connector” rooms, which are enemyless rooms, often with a environmental hazard. Reward and boss should be self-explanatory. Normal rooms are randomly picked rooms with enemies, hub rooms are larger rooms with more exits.