6
Demolishun
338d

Did the simplest corridor gen I could think of. The tile that makes up corridors is different than the tile that makes up the rooms. They are drawn the same here though. In the floor data structure they are different types. This will allow me to easily place doors the like. The dots are potential door placements.

Now that I have simple room gen working I can work on filling it with 3d models to make up walls, doors, etc.

Most of the time the rooms connect on the whole map. But once in a while they do not. I like this as I will incorporate mining. The final map will be much bigger. This is 32x32 and I want 256x256. I will need to figure out how to determine room density versus grid size.

I need to spend some time cleaning up the code and try and generalize the code. I will need to allow for pregenned rooms as well with defined entry points. The entry points on these rooms is all random. It will probably be tricky to do random room to pregenned room corridors. Proximity seems to work. So prox to a predefined door location should work.

Comments
  • 0
    Hmmm, maybe 256x256 is too big:
  • 1
    128 is looking more reasonable:
  • 1
    @-red right now I am learning the engine and playing with randomized content. I want to do a multiparty rpgish game (single player). I am going to mimic Nethack for dungeons. There will be a surface with generated cities too.

    Right now I am experimenting with learning how to randomly generate stuff. There are other algorithms I want to play with.

    I am using Godot engine. There is built in support for modding in that engine. So if I structure my game correctly modding should be doable.
  • 0
    @-red I will most likely have a bedrock like block to block areas off. Maybe make it really expensive to mine (dynamite) and have hazards like collapse. I should have an unmineable block as well for certain areas.
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