Re:Procedural Dungeon Generation Algorithm
by catpolice on Friday September 04, 2015 @03:55PM
(#10172562)
I've been working on an algorithm to make more playable dungeons with included puzzles (e.g. locked door/key quests etc.). The math is there to ensure everything is solvable and relatively interesting (you're guaranteed to run into a puzzle before you find all the elements you need to solve it, for instance) but I got bored when it came time to make an example game to illustrate how it works. I'll pick that back up at some point...
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Re:Procedural Dungeon Generation Algorithm
by ashark on Friday September 04, 2015 @04:38PM
(#10172754)
Ever play Yoda Stories or Indiana Jones Desktop Adventures?
They do something like that, but with self-contained tiles that are randomly arranged, with some variation in e.g. key/item placement.
Re:Procedural Dungeon Generation Algorithm
by yoklov on Saturday September 05, 2015 @10:53AM
(#10174934)
Brogue does this, although none of its puzzles are strictly required to progress, they are guaranteed to be solvable.
Highly recommend brogue for anybody even tangentially interested in traditional roguelikes. Most interesting RL game design in years and the game is absolutely gorgeous, despite being glyph-based (no tiles). I'm on mobile or else I'd link.