Players collect keywords that allow them to construct three word «codes» that teleport them to a randomly -
generated dungeon area.
Not exact matches
Chalice
dungeons are also new to the mix, offering procedurally -
generated areas that can be tackled in solo or co-op play.
The co-op has also been improved as there is a new randomly -
generated dungeon that is different in each player's game to explore along with the more traditional
areas.
A completely separate
dungeon area called Mementos is procedurally
generated, looks almost exactly the same no matter which section you're in, and has a lovely, quick - loop monotonous background score for when you want to complete quests and pick up missed demons from past
dungeons with absolutely no frills.
At its core, Runestone Keeper is a roguelike
dungeon crawler, where the player must pass through room after room of procedurally -
generated areas.
For example, the monster -
generating pentagrams are also used to expand your «influence», which determines the
area within which you can expand and add new things to your
dungeon.
Abyss Odyssey counts with a procedurally
generated dungeon which changes every time you die, although each «
Area» basically consists of the same deal: sections are blocked off until you defeat baddies, boxes containing a bit of loot here and there, an altar where you may raise a check point and merchants and secret
areas.
Better still, you won't just be retreading the same old ground every time you log in either, because every
area is randomly
generated across all servers — so the
dungeon you and your friends are battling through will be different every time you tackle it.
In terms of Bloodborne's procedurally
generated areas, called Chalice
Dungeons, Miyazaki explained players build their own
dungeon by acquiring a special chalice, after performing what he called a «ritual» in order to break the
dungeon's seal.