I started working on making a randomly generation cave map, however the main issue I have is that there are a lot of dead ends which make it harder for the player to traverse from one end to another. I also need space for enemies to move freely around. I want it to not just be predictable but also ensure that there is a way out.
How would I prevent dead ends from my game map?
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Re: How would I prevent dead ends from my game map?
Random is too difficult to predict, use something like Reaction diffusion or other type of cellular automaton to calculate it.MaxGamz wrote: ↑Tue Sep 05, 2023 2:19 pm I started working on making a randomly generation cave map, however the main issue I have is that there are a lot of dead ends which make it harder for the player to traverse from one end to another. I also need space for enemies to move freely around. I want it to not just be predictable but also ensure that there is a way out.
TestMap.love
Re: How would I prevent dead ends from my game map?
Or index dead ends and do connections (portals) between them. But the proposed diffusion mechanism is better.darkfrei wrote: ↑Tue Sep 05, 2023 4:49 pmRandom is too difficult to predict, use something like Reaction diffusion or other type of cellular automaton to calculate it.MaxGamz wrote: ↑Tue Sep 05, 2023 2:19 pm I started working on making a randomly generation cave map, however the main issue I have is that there are a lot of dead ends which make it harder for the player to traverse from one end to another. I also need space for enemies to move freely around. I want it to not just be predictable but also ensure that there is a way out.
TestMap.love
My boat driving game demo: https://dusoft.itch.io/captain-bradley- ... itius-demo
Re: How would I prevent dead ends from my game map?
Procedural maze/cave/map generation is a vast topic. These are good ideas, but there's more ways to do it. Poke around online and see what you find - you may come across a solution that works better for you. (Not saying reaction diffusion is bad at all - I just have no way of knowing if it's your best solution.)
Any code samples/ideas by me should be considered Public Domain (no attribution needed) license unless otherwise stated.
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