Procgen

Dec 2, 2018, 7:14 am
#1
Joined: Jul 18, 2018
Posts: 32
How does ivan generate it's maps ?
Dec 3, 2018, 12:20 am
#2
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,888
I believe they're carved out of digital suffering.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Dec 3, 2018, 4:58 am
#3
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
What do you mean? The world map, or a dungeon map?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Dec 3, 2018, 6:57 am
#4
Joined: Jul 18, 2018
Posts: 32
Dungeon's ie GC UT

Id imagine it either connects some prefab rooms ie UT'S diamond shaped room GC'S Merka's shop using tunnels of diferent size's
Dec 3, 2018, 5:49 pm
#5
Joined: Apr 2, 2014
Occupation: Navastating
Location: Aslona
Posts: 764
I haven't really studied the level generation alogrithm much, but AFAIK it first tries to place all the prefab rooms for the level and force-aborts if unable to do so, then places some random rooms and generates all doors, then connects the doors and other square with required attachement by tunnels dug in the shortest way that doesn't intersect any room. There is no code to create wider tunnels - they happen randomly when two tunnels are created next to each other.
Dec 4, 2018, 4:55 am
#6
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Have a go with this build-a-roguelike tutorial. It's in Python, but same idea: http://rogueliketutorials.com/libtcod/3
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
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