I have been doing code cleanup for some major parts of the game such as the loot dropping mechanic for enemies and treasure chests. Probably another week and I should have it to a state that I am very happy with. The hardest part about designing a game where the largest feature is its randomness is the fact that it is hard to tweak the systems without doing multiple play tests. But I'm finding ways of working that into the design instead of fighting the randomness and trying to make it do exactly what I want every time. If I tried to do that too much it would kill the entire point building a randomly generated game.
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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