Re: Dungeon/Cave generator
Posted: Tue Apr 15, 2014 4:59 pm
No I mean I need to break it into separate rooms by placing "doorways" between sections. It'll help with creating "depth" into a map and how hard enemies should be for those areas and placement of objects like keys. (I'll want to create a "room tree" when the level is finished being generated that starts at the spawn room and travels through every door into every subsequent room and marks them as further from spawn.) I'd have to find weak narrow points in larger rooms and split them there until they're split all the way across.kikito wrote:Why? You don't like things connected?Jasoco wrote:There's always a single huge area. I will have to try and break it up.
But if you really want to have "disconnected islands", you can always use the "white" as "empty space" and the "red" as "walls".
RogueCarrot. I named it after seeing a piece of carrot from our cole slaw had escaped from its bowl and was cavorting with the potato salad.What name is that?Jasoco wrote:I'm not huge on Roguelikes despite my company name, unless it's Spelunky or Minecraft.