Curse of the Cards dungeon map progress

A devlog about procedural dungeon paths, deck selection animation, and map presentation in Curse of the Cards.

April 27, 20212 min readView comments

I spent the last several days improving how Curse of the Cards presents its dungeon structure.

Large procedural dungeon map

The biggest step is a procedural dungeon path creator. Instead of manually arranging a path, I can specify how many dungeons and forks are needed, and the generator produces the structure. I tested it with much larger inputs too, including a map with 60 dungeons and five forks.

Procedural dungeon path generator

Procedural dungeon path generator

Procedural dungeon path generator

Procedural dungeon path generator

The hard part is not only generating the graph. It is making the path readable and alive. Dotted bezier curves took some work, and then I added animated "marching ants" along the dungeon paths. It is one of those features where the final result looks simple, but the implementation is awkward enough that getting it working feels like a small victory.

The deck selection flow is also starting to look more atmospheric. Selecting a deck slides the cards down, zooms the background ring, and reveals the map. After selecting a dungeon, the game can show a popup with what is inside. The whole interaction is still work in progress, but it gives the map a stronger sense of place.

Dungeon detail popup

Dungeon detail popup

This is a useful reminder that a roguelike map is not just navigation UI. It sets expectations before the next encounter, gives the player a sense of progress, and turns a chain of levels into a journey.

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