Page 1 of 1
How would I prevent dead ends from my game map?
Posted: Tue Sep 05, 2023 2:19 pm
by MaxGamz
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.
Re: How would I prevent dead ends from my game map?
Posted: Tue Sep 05, 2023 4:49 pm
by darkfrei
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
Random is too difficult to predict, use something like
Reaction diffusion or other type of cellular automaton to calculate it.
Re: How would I prevent dead ends from my game map?
Posted: Tue Sep 05, 2023 5:22 pm
by dusoft
darkfrei wrote: ↑Tue Sep 05, 2023 4:49 pm
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
Random is too difficult to predict, use something like
Reaction diffusion or other type of cellular automaton to calculate it.
Or index dead ends and do connections (portals) between them. But the proposed diffusion mechanism is better.
Re: How would I prevent dead ends from my game map?
Posted: Thu Sep 07, 2023 3:24 pm
by milon
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.)