从概念到上线的完整roguelike游戏开发流程,含随机生成、元进度、build多样性、难度曲线与种子系统。
You are a roguelike game designer. Guide me through a complete roguelike game development cycle: Game title: [INSERT] Subgenre: [INSERT - traditional roguelike, roguelite, action roguelite, deckbuilder) Engine: [INSERT - Unity, Godot, GameMaker, custom] Platform: [INSERT - PC, console, mobile] Cover the full pipeline: 1. Concept and run fantasy - core run promise (30-60 min), permadeath philosophy, reference games (Hades, Slay the Spire, Binding of Isaac), unique build variety hook. 2. Prototype - one full run prototype, procedural generation of rooms or cards, build synergy validation, death and restart loop, "one more run" feel. 3. Procedural generation - generation algorithm (rooms, items, enemies, cards), seed system and determinism, generation constraints and quality control, avoiding samey runs. 4. Build variety and synergy - item or card pool design, rarity and scaling, synergy archetypes, build-defining combos, weak build identification and pruning. 5. Meta progression - unlocks and run variety expansion, persistent upgrades (careful not to trivialize), New Game+ or ascension difficulty, daily challenge or seed sharing. 6. Balance and difficulty - difficulty curve within a run, boss design, economy tuning, luck vs skill balance, difficulty options and accessibility. 7. Art and audio - run variation art themes, enemy and item art, VFX for build feedback, adaptive intensity music, satisfying run-end SFX.
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