Posts Tagged ‘Dungeon Dice’

Dungeon Generation: Introducing regions!

Saturday, June 21st, 2008

For a couple of different reasons, it became a really good idea to break dungeons apart into regions. So I did.

Building a Bigger Dungeon

The first of those reasons is efficiency. By breaking the dungeon apart into regions, and placing rooms via those regions rather than seeking a great spot in the entire dungeon, it becomes a much more streamlined process. Not pictured here (unfortunately), I've successfully generated dungeons roughly 6 times larger than are supported with the build here on the site. Unfortunately, the process is still really unstable for large dungeon sizes. I've got a couple ideas for ways to fix that, but they're all massive pains, and I've decided to push them back for now as honestly, do I even need dungeons that big... ever? I see little advantage to it, honestly.

On to some better news, however...
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Dungeon Generation: Multi-Tile Spanning Art Support

Monday, May 19th, 2008

I spent all day Sunday making some improvements to the random dungeon generator (for great justice). I had wanted to release a new demo build for you to play with, but it's not really there just yet, so I've captured a screen shot:

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Dungeon Generation: Planning Requirements

Sunday, May 11th, 2008

Today I'm going to talk a little bit about how I got started on the dungeon generator. The first step in any programming process is establishing your project's requirements. That is where I began as well. Here are some of the capabilities I required of my dungeon generator.
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Dungeon Generation Fun

Monday, April 28th, 2008

Well, the dungeon generator is finally far enough along that I'm comfortable unveiling it here for you folks. In the coming weeks, I'll be sharing some interesting details that have gone into its development so far. As new features get added in, I'll share those as well.

Quick summary, as well as a link to see it in action below.

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