Sub Blog 1 | Using Melan Diagrams of to Demonstrate the Limitations of Cyclic Dungeon Generation (the TTRPG Version)

 
The Following is a Graph and its Melan Diagram of a dungeon made with Cyclic Dungeon Generation. Specifically, this dungeon was made by nesting 3 layers of Cycle #1- Two Alternative Paths.
 

As you can see, the dungeon initially branches out, before each loop eventually collapses into a single point. While this technically is a Jaquaysed Dungeon- in that the entire dungeon is one big loop with several "sub-loops"- this is effectively the only type of dungeon it can generate.

Specifically, the example above assumes a "best case scenario" of the generator, where it allows for the most flexibility while exploring. All of the other possible outcomes include sub-loops with restricted movement, or a variety of linear paths. 

While there is nothing wrong with implementing lock and key progression in traditionally Jaquaysed Dungeons, the generation method itself is too rigid. Without the ability for the sub-loops to interact/lead into each other, becomes very predictable.

To see my personal solution to this problem, click here.

Comments