Another image based on the Tokyo flood tunnels. Needs a bit more work and a some fixes but its almost there. I'm really enjoying making these little scenes and would like to keep it up. It would be great to get a new one done every week as its a really good practice to keeping the scenes small not getting caught up in the tiny details but focusing on the larger picture. A good example of that is the stairs, since I give my self 2-4 hours for these scenes (not counting render time) I kept the stairs very basic with just cubes pushed and pulled to the right shapes with little to no detail. Normally I would spend too much time getting caught up in modeling everything out as best I could...and then get bored and never work on the image again. Keeping my self on a tight hourly schedule for these scenes I am able to judge what I should be modeling and what I can just use a box or other primitive object for and moving on.
The level generation system in This Is Dungeon uses a few different ideas to produce the final levels but I'm just going to go over the first right now. Levels are generated using the Dungeon-Building Algorithm by Mike Anderson . This algorithm is very simple to implement and gives really good results. The levels generate very quickly and the player is guaranteed to be able to reach every room of the level. random dungeon no choke point. After playing around with the generated levels in game I started wanting to be able to break the map up into multiple sections. Since the features are built one at a time from a previously built room I realized I could just tell the generator how many sections I wanted to break the map up into and divide that by the number of rooms it was trying to generate. The result being the number of rooms that should go into each section. With that info you just keep track of the rooms already built and when tha...

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