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Simple Dungeon Map Generation

smoldungeon.com

121 points by kris-s 4 years ago · 18 comments

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dexwiz 4 years ago

If you want some actual info on Procedural Generation, then watch the talks from Roguelike Celebration. It's a convention focusing on roguelikes, which seem to attract those more interested in the programmatic side of game development. Its got a ton of great technical talks. I haven't watched the remote sessions, but the older in persons are great.

https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/fea...

omoikane 4 years ago

For a different article on dungeon map generation that's a bit more detailed: http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes...

Found via this thread: https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...

10x_contrarian 4 years ago

This article really doesn't provide any insights into map generation or explain any interesting implementation details.

jdkee 4 years ago

Fantasy city generator:

https://watabou.itch.io/medieval-fantasy-city-generator

mattowen_uk 4 years ago

The dungeon generation shown is the same as Brian Sawyer's 'Dungeon' game from 1979:

http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....

Not sure if Brian Sawyer is the original designer of this approach though?

adamc 4 years ago

The problem with most of these generators is that you end up with insane looking dungeons. I wonder whether a different approach which took into account the kind of dungeon it was supposed to be, and what features should be located in it, could lead to better results.

  • setr 4 years ago

    I think the usual method is to do a few things:

    1. Different generators for different "environments" -- e.g. cellular automata for more open areas / caves, BSP for rooms, etc

    2. Smash them together to create the map, with the different algorithms for different sections (or even applied on top of each other)

    3. Add "templates" to have some more intelligently designed areas -- rooms designed by hand, possibly multiple variants for the same location. Use this for special rooms, boss areas, etc. DCSS has tons of these, both for important areas, treasure trove gimmick things and also just for flavor.

    4. Change algorithm/template choices per topical area, to make them more distinct. DCSS uses different strategies per branch, giving them each a very distinct feel

Andrew_nenakhov 4 years ago

Made me want to play ADOM again... Just not this GUI nonsense, the real ADOM.

besnn00 4 years ago

Reminds me of Guild of Dungeoneering

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