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Re: Dungeon/Cave generator

Posted: Tue Apr 15, 2014 4:59 pm
by Jasoco
kikito wrote:
Jasoco wrote:There's always a single huge area. I will have to try and break it up.
Why? You don't like things connected?

But if you really want to have "disconnected islands", you can always use the "white" as "empty space" and the "red" as "walls".
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.
Jasoco wrote:I'm not huge on Roguelikes despite my company name, unless it's Spelunky or Minecraft.
What name is that?
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.

Re: Dungeon/Cave generator

Posted: Tue Apr 15, 2014 5:36 pm
by Luke100000
Thanks! Now I can begin my game :awesome: