The game I am currently making is a procedurally generated Zelda-like. This means that I have to try to recreate the dungeons of Zelda. This means that I have to understand what makes the Zelda dungeons work that special way that they do. To do this, I turn to my friend, systems analysis. So, what does a sample Zelda "dungeon" (by dungeon, I don't necessarily mean dungeon, I just mean any location in the game that isn't overworld) look like? Well, here is a lovely example:Now, you may say to…
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