🎮 Game Table Design: Standardized ID Structure
Many advanced generation systems need one basic foundation:
a stable ID structure.
Monster generation, procedural dungeons, equipment generation, reward logic, and quest targets all become easier when data can be read, referenced, and combined by rules.
Take a Monster ID as a simple example:
`13 04 07 023`
It does not have to be a random number.
The ID can be designed in segments to represent content group, dungeon group, monster type, and serial number.
The exact structure depends on the project.
The important point is simple:
the ID can be read by the system.
For example, when a player reaches a certain power score, the system can generate a dungeon based on rules.
That dungeon can read a related Monster ID range, combine it with monster type, difficulty, attribute templates, and formulas, then generate monsters suitable for that stage.
From there, the same logic can scale further:
→ Dungeon entrances can be randomized.
→ Dungeon content can be generated based on player performance.
→ Hundreds of map configurations may only need a few clear formulas and rules.
→ Quest targets can be generated by reading monster types, map groups, or event conditions.
This is the value of standardized ID design.
It is not just about making tables look clean.
It makes configuration more flexible, more controllable, and easier for the system to read, combine, and generate.
More importantly, it frees designers from repetitive table work, so they can focus more on creative design decisions.
If you are interested in the formula behind this kind of ID generation, leave a comment.
I may share how formulas can make game data tables much more flexible.
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