Does anyone have any knowledge/experience with simple map/dungeon generation in C?
I am toying with the idea of making DungeonCE generate a unique dungeon each time you start a new game, so that there is more replayability.
I have done some research, and I am possibly leaning towards having a bunch of premade "rooms" and the generation just arranges them in a unique way (like The Binding of Isaac), but I will end up doing whatever is the smallest (if I can even make it fit in my program)

If you guys have any insight, it would be nice :3
Definitely something to consider doing for DungeonCE.

IMHO the rooms should be picked from a list, but at the same time incorporating random details.
Also experiment with varying sized rooms.

Don't worry too much about the size of your program though, you could offload generator data into an appvar.
A major advantage of this is that you can easily add to the game by appending the appvar.

EDIT: some ideas, that may be unrealistic for the hardware
- Procedurally generated textures
- Random variations in textures
- Recoloring textures
- Random loot names, using a random [fantasy] name generator
- Procedural room generation, generating rooms based on other rooms
I know that you asked for help in C, but I found this YouTube playlist by Lazy Devs really helpful for dungeon generation. Christian uses PICO-8, which is Lua, but his methodology is well explained. Episode 28 starts his implementation of random dungeons. I’m not sure how much you’ll be able to follow along since you’d be joining, in the middle of his tutorials.

Essentially, he creates a few rooms, which are objects, that is a rectangle with a randomized width and height. It scans the entire map checking for all possible places that the rectangle can fit, and chooses one at random. Next, it adds holes in the walls of the rooms as doors.
It, then, attempts to connect the rooms using what he calls “worms” (but I forget how that all works).

His game has some pretty cool generation so I hope you learn something from him and good luck on DungeonCE![url][url]
beckadamtheinventor wrote:
Definitely something to consider doing for DungeonCE.

IMHO the rooms should be picked from a list, but at the same time incorporating random details.
Also experiment with varying sized rooms.

Don't worry too much about the size of your program though, you could offload generator data into an appvar.
A major advantage of this is that you can easily add to the game by appending the appvar.

EDIT: some ideas, that may be unrealistic for the hardware
- Procedurally generated textures
- Random variations in textures
- Recoloring textures
- Random loot names, using a random [fantasy] name generator
- Procedural room generation, generating rooms based on other rooms


I was thinking of picking from a list of room, and at least some of the pots and enemies will be random (within certain parameters based on the depth of the room in the dungeon, and stuff)

I'm almost positive that I won't do random texture or color variations, and as of yet there isn't any collectible loot.



Brando wrote:
I know that you asked for help in C, but I found this YouTube playlist by Lazy Devs really helpful for dungeon generation. Christian uses PICO-8, which is Lua, but his methodology is well explained. Episode 28 starts his implementation of random dungeons. I’m not sure how much you’ll be able to follow along since you’d be joining, in the middle of his tutorials.

Essentially, he creates a few rooms, which are objects, that is a rectangle with a randomized width and height. It scans the entire map checking for all possible places that the rectangle can fit, and chooses one at random. Next, it adds holes in the walls of the rooms as doors.
It, then, attempts to connect the rooms using what he calls “worms” (but I forget how that all works).

His game has some pretty cool generation so I hope you learn something from him and good luck on DungeonCE!

Thank you very much!! I am watching them as I type this :3 It's actually better that it isn't in C, because I would rather understand the concepts behind the code I will write, instead of just blindly copying stuff
  
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