Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Wednesday, September 23, 2015

Rendering Dungeons

Been working on rendering the randomly generated dungeons in a more game-friendly format.  The 24-pixel tiling is looking pretty good.  I've got basic doors placed and rendered.  A next step will be adding some variety to the doors, to get secret doors, locked doors, iron-bound doors, bricked-up doorways, etc.  I want to also start keying these to a "difficulty level" input parameter.  The difficulty will also eventually drive things like trap placement and monsters.

Monday, September 21, 2015

Procedural Dungeons

Taking a small break from wilderness generation, on to the dungeons that will eventually be populating that wilderness.  Here's a sample 20 room dungeon layout based on a new algorithm that I just completed.

The dungeon generation library features a modular architecture based on room and passage "carvers".  The "carvers" create room and passage shapes in a variety of styles.  Since the system is modular, it will be easy to create specific environments, like caverns, mines, etc.

The next task here is to scan for door placement and render this in a format that's more usable for gaming.  Ultimately I see this as the basis for a DMMuse themed dungeon generator.