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Procedural Dungeon Generation: Cellular Automata

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11–16 of 16 posts

Re: Procedural Dungeon Generation: Cellular Automata

#11
I recently injured my ankle while traveling in Vietnam and decided to learn some Lua by writing a roguelike.

I discovered that the 'best' (most complex/featuresome/interesting/interactive/playable) dungeons available today are apparently almost universally accepted by the roguelike community to be those in the game Brogue, which I was so impressed with that I tried to share here twice but it never got upvoted. It's really impressive, check it out: https://sites.google.com/site/broguegame/

Why is it impressive? As it turns out, modern dungeon generation does not simply produce a map, but rather iteratively improves upon a map given assumptions around playability (minimum connectivity / maximum dead-ends), density (don't put all the interesting stuff in a corner), proximity (some things must occur near other things), etc.

Re: Procedural Dungeon Generation: Cellular Automata

#12

I recently injured my ankle while traveling in Vietnam and decided to learn some Lua by writing a roguelike. I discovered that the 'best' (most complex/featuresome/interesting/interactive/playable) dungeons available today are apparently almost universally accepted by the roguelike community to be those in the game Brogue, which I was so impressed with that I tried to share here twice but it never got upvoted. It's r…

I love Brogue! Brogue's dev went though how the levels are generated in a game in the article below. Its a good read.

https://www.rockpapershotgun.com/2015/07/28/how-do-roguelike...

Re: Procedural Dungeon Generation: Cellular Automata

#13
post #8

Thanks to the interactive nature of it I noticed that for my taste I can get satisfactory, fairly open cave output in fewer iterations (4 to 6 rather than 9 to 12) if I start with .3 fill chance, 4 birth threshold, and 3 birth threshold rather than .45, 5, and 4. In fact, it seems almost as if at those values more iterations have the cave seeming to fill in with muddy sediment around the edges. A non-interactive page…

Make that 4 birth threshold and 3 survival threshold.

Re: Procedural Dungeon Generation: Cellular Automata

#15

I recently injured my ankle while traveling in Vietnam and decided to learn some Lua by writing a roguelike. I discovered that the 'best' (most complex/featuresome/interesting/interactive/playable) dungeons available today are apparently almost universally accepted by the roguelike community to be those in the game Brogue, which I was so impressed with that I tried to share here twice but it never got upvoted. It's r…

Brogue is one of the few roguelikes that kept me playing, and perhaps the first that made me 'get' roguelikes. I can highly recommend it especially to people who don't see the appeal of this genre.
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