Procedural generated dungeon WIP

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Azura
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Procedural generated dungeon WIP

Post by Azura »

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A lot of walls need to be removed, models put in place of walls / floor, textures changed and decorations added.

Captainkeen
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Post by Captainkeen »

Is this supposed to be the begin of a random level generator for keen or what is this for?

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VikingBoyBilly
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Post by VikingBoyBilly »

It's animal crossing :D
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Levellass
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Post by Levellass »

Captainkeen wrote:Is this supposed to be the begin of a random level generator for keen or what is this for?
We have a random level generator for Keen, Vorticons at least.
What you really need, not what you think you ought to want.

Azura
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Post by Azura »

It's just a level generator for a college assessment of mine. :)

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VikingBoyBilly
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Post by VikingBoyBilly »

Levellass wrote:
Captainkeen wrote:Is this supposed to be the begin of a random level generator for keen or what is this for?
We have a random level generator for Keen, Vorticons at least.
woah what? gimme link nao. :drool
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Captainkeen
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Post by Captainkeen »

http://dosclassics.com/download/186

unfortunately the only kind of levels it makes look like this:

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chrissifniotis
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Post by chrissifniotis »

Captainkeen wrote:http://dosclassics.com/download/186

unfortunately the only kind of levels it makes look like this:

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So for the time being it's just a random maze generator. It's a start.

Azura
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Post by Azura »

Update:

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Captainkeen
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Post by Captainkeen »

so can you make this for keen please? :drool

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Pokota
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Post by Pokota »

What rules are used for generation?
There was something here, but my yorp ate it.

Azura
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Post by Azura »

I could adapt it for keen, I haven't really messed with the keen stuff too much though, so I wouldn't really know where to start. Benvolio and I met in Holland and he introduced me to this world, but since I moved back to Australia I haven't really done much. If someone knowledgeable could explain the process of making maps and walk me through it a bit, I might be able to toss something together in 5 weeks time (after I go on break from my course).

Pokota wrote:What rules are used for generation?
First I generate the layout of where each room is placed. I start by choosing a start point, then choose an end point, then I choose a start point being one of the points along the original path generated. I then choose another end point, rinse and repeat.

Each room is assigned a room type (hallway, storage, library, etc).
There are 4 buckets inside each room type, one for if no doors are needed on the walls making up that corner, one for the first door, one for the second door and one if both doors are needed.

inside each of those buckets, I have files which contain a 2d grid of either floor, wall, etc, etc and I randomly choose one of those based on the surrounding rooms.

The reason I separated it into different room types is, certain room types are going to have very different objects in it, eg bookcases for the library, boxes and junk for storage, paintings in hallways, etc.

So to sum it up, each room is made of four pieces which are chosen based on the surrounding rooms and a random number generator.

Ps. Each piece is only needed to be made for the top left hand corner, the rest are rotated.

Also, it may appear to be cheap using pre-made pieces and chucking them together for a procedurally generated dungeon, but the more pieces I add, the combination of rooms grows exponentially and it allows for more control, so I can make the rooms the right level of challenging.

Also:

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The red quads are going to be replaced with wall models, the blue boxes are going to be replaced with outward corners, the red boxes are going to be replaced with pillars and the yellow boxes are going to replaced with inward corners.

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lemm
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Post by lemm »

A galaxy level maker would be neat.

While these sort of levels aren't very interesting by themselves, they can serve as a base that can be manually modified.

Azura
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Post by Azura »

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DoomJedi
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Post by DoomJedi »

Can this be made into Wolf3D level generator?

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