Simple Dungeon Map Generation

by kris-son 1/5/2022, 6:13 PMwith 17 comments

by dexwizon 1/5/2022, 8:23 PM

If you want some actual info on Procedural Generation, then watch the talks from Roguelike Celebration. It's a convention focusing on roguelikes, which seem to attract those more interested in the programmatic side of game development. Its got a ton of great technical talks. I haven't watched the remote sessions, but the older in persons are great.

https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/fea...

by omoikaneon 1/5/2022, 7:40 PM

For a different article on dungeon map generation that's a bit more detailed: http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes...

Found via this thread: https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...

by 10x_contrarianon 1/5/2022, 7:27 PM

This article really doesn't provide any insights into map generation or explain any interesting implementation details.

by jdkeeon 1/5/2022, 11:48 PM

Fantasy city generator:

https://watabou.itch.io/medieval-fantasy-city-generator

by mattowen_ukon 1/6/2022, 10:46 AM

The dungeon generation shown is the same as Brian Sawyer's 'Dungeon' game from 1979:

http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....

Not sure if Brian Sawyer is the original designer of this approach though?

by adamcon 1/5/2022, 10:34 PM

The problem with most of these generators is that you end up with insane looking dungeons. I wonder whether a different approach which took into account the kind of dungeon it was supposed to be, and what features should be located in it, could lead to better results.

by Andrew_nenakhovon 1/5/2022, 8:24 PM

Made me want to play ADOM again... Just not this GUI nonsense, the real ADOM.

by besnn00on 1/6/2022, 12:20 PM

Reminds me of Guild of Dungeoneering