
Everything you find in the biome is based on some specific contants/variables, atributes and well defined elements. It's all designed and made to look and feel random, not defined. Similar with "random" generation of levels in such games.

A thing can't be created from pure nothing. Such "pseudorandom" numbers are always generated based on some established function, pattern, value or seed. One which is not predectable or determined in any way. Computers in fact are unable of generating really random number. The game will follow this instruction and it will choose different variants within each subset based on the Seed.

You just have to give the game instructions on which "subset" of rooms it has to pull from to generate a level (Ancient Sewers, Ramparts, Ossuary etc.). Whereas with variants of the Ramparts you can see how none of the Ancient Sewer rooms appear here because this level uses an entire different set of rooms. It shows what elements a level is made up of and how these elements are arranged.Ĥ:17 and onward shows how variants of Ancient Sewers use these labyrinth type rooms to give them a cramped feeling. From 2:48 onward you can see them showing some variants of rooms and explaining how certain rooms are specifically designed for certain biomes to give the biomes an identity.ģ:46 and onward shows an abstract "graph" of a level, which is more of a behind the scenes look at the rough layout of the level. So the rooms themselves are hand-crafted, it's just that the way everything is put together is determined by the seed. With each seed, the level looks different because it is made of different "building blocks". You can see the entrance, different types of combat rooms, teleporter rooms, treasure rooms etc. The seed is displayed at the top for each variant. Look at 2:08 onward where you can see different variants of the Ossuary. It's from a very early version of the game so the game looks very different. Here's a video that shows how this works: Another seed number may determine that the entrance will be followed by a hallway which splits into 2 paths where one leads to a trap section which leads to a shop and the other path leads to Combat room #16 etc. The seed may determine that it will have to place Combat room #23 right after the entrance of the level followed by a Cursed chest.
#Dead cells map how to
So when the game engine has to determine how to build each level it will look at the seed.
#Dead cells map series
Even the locations of runes in the floor and walls will be fixed.īehind the scenes, the devs have made a huge series of different variations of each room type: there's different variations of hallways, combat rooms, treasure rooms, shops, teleporter rooms, Lore rooms, trap sections etc.Ĭurrently there are 1700+ rooms in the game.

You'll see the same rooms, the same items and the same enemy locations. That means that each time you play in Custom mode and use a specific seed number to play, the levels will look the same on subsequent runs on the same seed number. The engine decides how to generate levels, which rooms to use and their general layout based on this number. You can enable the display of the seed in the game options. With Dead Cells, the seed is made up of 6 digits: #. This key is referred to as the Seed and it can be numbers, letters or a combination. This can be entire levels, items and their placements, even creatures. In broad terms, with procedural generation the game engine uses a specific "key" and based on this key it will generate whatever objects it needs. This game uses the latter to generate its levels. There's random generation and there's procedural generation. I'm not an expert on the subject, but I do understand quite a bit about it nonetheless.
