Sonntag, 5. Januar 2014

"Breath of Arthur" - Dungeon Generation

AttemptedHippo and I decided to create a roguelike. The working title is "Breath of Arthur" for now. I'm in charge of the dungeon generation. Since I'm fairly new to this and I was looking for a rather simple algorythm, I decided to use an algorythm that's similiar to the one used by the original rogue.

It works like this:

First we have an empty map

 
In the next step, we devide the map into 3x3 sub-areas. Like this:

The algo now creates small rooms within these subareas




In step 4, the algo picks one room, marks it as "connected" and also as the starting room




After this, the Algo connects the first room with a random-selected neighbour

In this step, the algo picks the new room and connects other neighbours (that are not already connected) and connects them.

In the last step now, the algo picks the room it connected last and marks it as the destination room.




This algo is rather simple. But it makes sure no rooms overlap and also that every room is connected. We might replace this algo with a more advanced one at a later point. But for now, this will do.

Hope you look forward to our "Breath of Arhtur".

Mittwoch, 1. Januar 2014

#1GAM start

Hi guys,

today starts a new "One Game A Month" (1GAM) year. And I'd like to participate. Just for the sake of getting better at game development.
The keyword for this january is "Respawn". And I'm getting a few ideas already ...
Let's see where this leads to.