_Zoran_
_Zoran_ on Hacker News
I've been asked if I can allow DungeonsTOME to make bigger dungeons.
I'll try to modify it this weekend so allow slightly bigger maximums, and probably to allow you to specify the size of dungeon desired.
Yeah, I tried inlining it, and it turned out it was going to be a massive amount of CSS :)
Maybe I'll just bite the bullet and do my own CSS.
Possibly I'm being a bit blind, but I can't seem to find the dungeon creation rules in there?
I don't think the 5e rules are available publicly. If you can find a link somewhere legit (such as wizards.com) then I'll happily put a link up in the FAQ.
As for the older DMG rules that you have, I'll post them up if I end up implementing that version. Otherwise I'll cause confusion :)
You're looking at a different version of the DMG :)
DungeonsTOME is based on the DMG from 5e.
Although if there was enough interest, I might implement those rules minus the dungeon dressing/encounters and some of the "unusual shapes".
Based on a few requests, I've added a key to the dungeon images.
Hope it works out well :)
Thanks. I toyed with the idea of putting in a custom CSS. As some have said, the site doesn't have big requirements.
BUT, I wanted to have a play with Bootstrap, which I hadn't used before and it was/is comforting to have the ability to expand the look to include other features if I need to :)
I can't remember what the logic for that was. I think I was messing around trying to see if I could appease google pagescore on such a tiny page, and eventually I just gave up and left as it was.
Thanks. Actually, that's really down to html and nginx. One of the purposes of the site itself was to go back to basics and see whether it was practical to build a respectable looking site without the use of php and big complex templates. I'm glad it seems to have worked.
Good catch, thanks.
Hopefully fixed now.
Ha. I was thinking the same. I've heard lots of good things about Golang :)
SHOW HN?
I've added the answer to the FAQ :)
Probably not. I'm sure I'd cause migraines if people were to see the code ;)
I'd probably open-source it before I abandon it though.
Thanks.
Yes, originally I just wanted to use it in my D&D game. Since I couldn't find another generator that used these algorithms, I thought I'd make it available. But I'll probably add some other algorithms in due course.
What features would you like to see?
Yeah, I wasn't entirely happy about these.
The random tables allow a corridor to end in a false or secret door (or stairs, but I stripped those out). So by the same logic, a corridor must be allowed to 'stop' or a dead-end would always mean "trap/secret" to the players.
But as others have said, it's not entirely unrealistic ;)
Actually, I resisted making it purely breadth first since it would result in more of a dungeon crawl that a sprawling dungeon. However, I might offer this as an option in the future. It's not a difficult modification to make.
The plan is to populate the rooms in the future :)
Good question.
Whenever the program goes to place a room or corridor, it firstly checks whether those squares are unoccupied. If not, the room/corridor isn't placed.
I originally made it place the room anyway, since it might result in some interesting structures. But in practice, it just made a complete mess and there was no easy way to decide when to make the algorithm stop.
Thanks for pointing that out. I've hopefully fixed it now :)
Posted by
_Zoran_ on Tuesday August 07, 2018 @03:45AM
from the dungeonstome.com dept.