2021-today
Gamedev, Game design
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📒 This began as my summary of Mark Brown’s (GMTK) **Boss Keys** series. Got expanded with my own observations about the genre
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Mark Brown’s dungeon graph (progress diagram) as a way to represent obstacles (locks) and solutions (keys)
Structure
Lock & Key formula
The formula:
- Come across a lock (a blocked path, like a lava-filled corridor)
- Find the key (new ability, ice missile)
- Make the connection between these two things, remember where the blocked path was, and find your way there
Examples of keys:
- The MacGuffin
- energy cells to power up something (doors/equipment/transport)
- set of explosives to break through a wall/reinforced door
- special censer to ward off the undead/zombies
- machete/sword for bushes/thorns blocking the way
- lantern vs darkness
- hazmat suit vs fire/poison/acid
- climbing kit (rope, pitons, grappling hook) or ladders – verticality
- compass vs disorienting landscape (like a shuffling maze)
- Special means of traversal (water-breathing, heat-resistance, spacesuits, wings, climbing)
- Hunt down and cook the acid snails to get their acid resistance and travel through the "cavern of burning tears" (eating monsters to get their powers, Nethack style)
- Weapons that the bosses are vulnerable to