Decided to do more practice with procedural generation. For years I always put it off thinking it was too tough to make a dungeon generation algorithm, but then I decided that I could start of by creating Zelda-like dungeons given that the first Zelda game had dungeons using premade rooms that fit on a grid.

I wrote a simple dungeon generator in Java and here are the results. The generator does have a bias for L shaped dungeons though.

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I tried my hand at a more traditional roguelike dungeon generator using this algorithm (roguebasin.com/index.php/Dunge). The results were more cave-like than I expected. It only uses rooms and corridors, but it doesn't really place them logically, only if it is right next to a wall.

I should try BSP dungeon generation next. It should give more "dungeon-like" maps.

roguebasin.com/index.php/Basic

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