So I was replaying Super Metroid again, and was thinking about procedurally generating a Metroidvania
http://www.squidi.net/three/entry.php?id=4(and I would link but I don't remember your name / name of game.. a black/white SHMUP adventure with procedurally generated rooms. someone post a link so I can edit this line?)
Anyways, I'd like to discuss designing one of these, how you would do it, anything related to this idea.
Some things I've thought of:
-Generating a "series" of rooms with progressing difficulty. Example: The maze generator wants to place a missile power up in the second world. Variables dictate this should be a series of 3-6 rooms from a main corridor or "easy" (difficulty) branch off (the side rooms) so it starts building a 3-6 room series from one of these, randomly selected. The series grows randomly in whatever directions it can (it might go right, right, down, right, up for example). At the end is a missile power up.
-Shortcuts: I'm not sure about the logic for choosing where these go, but something like a 10 missile door for a shortcut between areas (maybe the worlds should be subdivided into sectors, and these sectors are linked via shortcuts?). So if you have 10 missiles, you can blast your way through the shortcut, otherwise you take the normal route.
-Puzzle generation: see the squiddi link above, but this would be more complicated. Example: From the start, generate mazes to reach 2 PowerUps, A and B. Generate 2 series that requires its related powerup to advance eg you need 5 missiles to get to a missile increase. The second series is longer than the first, and optionally hidden with a "secret"
-Secrets: Hidden ceiling switch that must be shot, hidden floor/wall that needs to be bombed, kill XX enemies to open secret door.
-More on puzzle generation: route to a new sector (where Items C,D,E and F are located) requires Boss1Killed. To reach Boss1, must go through a 10 series room of increasing enemy difficulty that ends with a puzzle room requiring PowerUp A and B to pass (like morphball + bombs).
-Recharge points: if this is a roguelike, then saved games are for bleeders
. Place 2 1 time use recharge points in the sector, both covered by a "secret", a series 5-10 long, with 1-2 secrets and a PowerUp A or B puzzle in one of the later halves of the room.
-Puzzle: puzzles can be logic stuff, or just tricky platforming eg a missile door that's covered by a buncha flying enemies, or the use of an item (grappling hook required). Puzzles rated by difficulty (platform design), and difficulty can be added by upgrading the enemies, adding more enemies, or adding an environment obstacle
-Environment: Timed lava rising, falling spikes, endless spawning of enemies who fly at you from unkillable spawn points.
-Enemies: enemy generation could be set up so they're weak vs certain power-ups (or nearly impossible to pass without eg. resistance to normal missiles but not super missiles). Further in the game, enemy difficulty goes up (based on what items/powerups the game thinks you should have gotten by then).
Er, that's my 2c. Discuss?