Deep Down’s dungeon generation has “infinite variations”
posted on 11.13.13 at 06:49 PM EDT by (@salromano)
Plus, two new screenshots from the game's official Facebook.

In Deep Down, Capcom’s upcoming free-to-play PlayStation 4 dungeon RPG, dungeons are randomly generated. In a post on the game’s official Facebook page, Capcom said there are “infinite variations” in the generation of a dungeon’s elements like treasure chests, traps, ladders, and difference in height.

Automatic dungeon creation is a system that’s been adopted by other games, but Deep Down uses an “include as intended” system to ensure all elements of a dungeon’s generation are entirely random.

At the dead ends of dungeons are treasures, at the bottoms of traps are monsters, and on the other sides of warp points await either treasures or monsters. The best part of an RPG are all the dungeons, Capcom said in a second post, and they’re developing Deep Down in hopes you can enjoy theirs.

Next week, Capcom will share more on dungeons and how emotions influence them.

Play-Asia
  • Impressionnant

    From the footage I’ve seen of the game, it looks kinda repetitive. I’m only giving it the benefit of the doubt due to Ono’s involvement.

    • Chestnut Bowl

      I assume so: dungeons RPG are repetitive by their very nature. No game in that genre can escape that. I still love them, though.

    • Budgiecat

      We did that with SFXT and look where that got us.

      This game looks a little too high budget to be a free to play game…

      I’m wary. Free to play system and it’s Capcom?

      • True Gamer

        I agree that this games presentation and design is high class, so to speak. But maybe we are entering a new age of gaming. We know that it will be free, but the best stuff will probably cost

        • Budgiecat

          There will be infinite variations of microtransactions.

          Then, 6 months later, Capcom will come out with a superior version, with a price tag this time, where all the stuff you bought in the first version is non transferable

  • tokyobassist

    Randomized dungeons sound like a neat idea. They should start programming more moves now other than stab.

    • Marco

      infinite cycles of the same looking dungeon – as opposed to hand crafted dungeons with amazing art direction – so im not to sure – unless there is unique variations to them we dont know about visually.

    • rurifan

      Random has been done before and it’s not neat.

      Random = developer is too lazy to hand craft unique and interesting.

      • True Gamer

        lol then I guess that is why its free to play….

  • True Gamer

    Cant wait for this game

  • Unknown

    I’m very wary of this game, first f2p, then random dungeons, repitative gameplay, same environements, now the assassin’s creed story (smh) … idk hopefully this turns out good and enjoyable. but really not getting positive vibes from this as of right now, but it definitaley has potential (as seen from the boss battle).

  • http://zefhar.deviantart.com Zefhar

    I’m very interested in this game. For me, it’s basically f2p eyecandy awesomeness with as much next-gen advantage taking as there can be at this stage.

    As long as “infinite” is different from “boring”, this random dungeon feature should add to the appeal, not damage it. I earnestly hope it doesn’t simply mean “same dungeon, different labyrinth”.

    We don’t know story-wise (for sure), but even if it sucked, there’s nothing to loose from playing it.