Procedural generated dungeon WIP
Procedural generated dungeon WIP
A lot of walls need to be removed, models put in place of walls / floor, textures changed and decorations added.
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- Vortininja
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- Joined: Wed Sep 05, 2012 14:36
- VikingBoyBilly
- Vorticon Elite
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- Location: The spaghetti island of the faces of dinosaur world for a vacation
- VikingBoyBilly
- Vorticon Elite
- Posts: 4158
- Joined: Sat Jan 05, 2008 2:06
- Location: The spaghetti island of the faces of dinosaur world for a vacation
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- Vortininja
- Posts: 82
- Joined: Wed Sep 05, 2012 14:36
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- Vorticon Elite
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- Joined: Tue Nov 27, 2012 5:33
- Location: Sydney, Australia
So for the time being it's just a random maze generator. It's a start.Captainkeen wrote:http://dosclassics.com/download/186
unfortunately the only kind of levels it makes look like this:
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- Vortininja
- Posts: 82
- Joined: Wed Sep 05, 2012 14:36
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).
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:
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.
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.Pokota wrote:What rules are used for generation?
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:
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.