Progress as of this afternoon. Some areas are still not being linked. I'll have to take another look at the linking algorithm. There's also something funky going on with the tunneling algorithm. In some cases it seems to be going a few squares in the wrong direction before doubling back. I think I left out a stage in the old A* script that I used, I'll have to switch it with the more developed (but more complicated) one I was using for movement in the main game. Anyway, today I want to talk a bit about dungeons. What does a dungeon look like? I've chosen perhaps a rather strange style of dungeon, with small packed areas linked by winding corridors. You don't need me to show you a roguelike dungeon from times past but here it is anyway: Long corridors and rooms. Nothing special. other roguelikes from more recent times have used different types of dungeon generation. Often a theme is to try to pack in more rooms in to the smallest space to get the most ...
A blog about my various game dev projects.