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Procedural Dungeon Generation Algorithm

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11–20 of 49 posts

Re: Procedural Dungeon Generation Algorithm

#12

If anyone's interested, there is a Reddit post explaining this and an interactive demo from 2 years ago: https://www.reddit.com/r/gamedev/comments/1dlwc4/procedural_... http://tinykeep.com/dungen/

More generally I would also recommend: https://www.reddit.com/r/roguelikedev

Re: Procedural Dungeon Generation Algorithm

#13
post #12

If anyone's interested, there is a Reddit post explaining this and an interactive demo from 2 years ago: https://www.reddit.com/r/gamedev/comments/1dlwc4/procedural_... http://tinykeep.com/dungen/

More generally I would also recommend: https://www.reddit.com/r/roguelikedev

That's a great resource! Thanks :)

Re: Procedural Dungeon Generation Algorithm

#14

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 a…

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

#15
post #2

I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design. Dungeons are (in theory) built by intelligent people for a reason. There needs to be distinct working, eating, socializing, farming areas. There needs to be wider or thinner pathways between areas based on flow of people & goods. A good starting place to look for amazing looking dunge…

Dungeons are (in theory) built by intelligent people for a reason. That reason is typically to store something behind a lot of very dangerous traps, trick architecture, and maybe enemies. Unless you're concerned with maintenance, you don't worry about farms and all that other nonsense--that's gold you should've been spending on golems, pit traps, and other self-maintaining defenses!

I am concerned about your apparent disregard for smashable barrels. It is critical to ensure that payroll and minor health potions are located near at hand to the live defenders of the dungeon, to keep them from loitering around near the nice parts when they should be down patrolling the adventurer-murdering parts.

I find the current theory circulating that suggests such placement of critical resources only serves to reinforce and resupply invaders is almost entirely without merit. Why wouldn't a guard take additional effort to defend his barrel? Are they all so incompetent that they would expire before breaking into the emergency medical supplies?

Re: Procedural Dungeon Generation Algorithm

#16
post #2

I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design. Dungeons are (in theory) built by intelligent people for a reason. There needs to be distinct working, eating, socializing, farming areas. There needs to be wider or thinner pathways between areas based on flow of people & goods. A good starting place to look for amazing looking dunge…

This really depends on the game you're making. Some games don't call for super purposeful layouts because the fun comes from things other than your surroundings making a lot of sense. As long as they generally look believable it's mostly fine. And so in those cases as a designer you just really need some places to place enemies in and going for a random enough algorithm is a good idea.

Re: Procedural Dungeon Generation Algorithm

#17
post #8
post #2

I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design. Dungeons are (in theory) built by intelligent people for a reason. There needs to be distinct working, eating, socializing, farming areas. There needs to be wider or thinner pathways between areas based on flow of people & goods. A good starting place to look for amazing looking dunge…

Dungeons as portrayed in every video game ever are a fantastic concept. It's not like there are actually anything like real dungeons outside of our imaginations (digging through rock is hard). The closest real analogues would probably be cave systems, like Carlsbad Caverns or Mammoth Cave, which are formed by irregular natural processes.

the catacombs, perhaps? I've participated in and run more than a few dungeon crawls in catacomb settings

Re: Procedural Dungeon Generation Algorithm

#18

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 a…

Do you have the source up somewhere?

Re: Procedural Dungeon Generation Algorithm

#19
post #2

I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design. Dungeons are (in theory) built by intelligent people for a reason. There needs to be distinct working, eating, socializing, farming areas. There needs to be wider or thinner pathways between areas based on flow of people & goods. A good starting place to look for amazing looking dunge…

Think less "town" and more "cave". Spaces created by natural processes also lack any feeling of purposeful design, but still have lots of interesting variation. The feeling of exploring an untamed natural space (which even the creator of the game hasn't seen before!) is part of what makes these games fun, I think.

Re: Procedural Dungeon Generation Algorithm

#20
post #8
post #2

I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design. Dungeons are (in theory) built by intelligent people for a reason. There needs to be distinct working, eating, socializing, farming areas. There needs to be wider or thinner pathways between areas based on flow of people & goods. A good starting place to look for amazing looking dunge…

Dungeons as portrayed in every video game ever are a fantastic concept. It's not like there are actually anything like real dungeons outside of our imaginations (digging through rock is hard). The closest real analogues would probably be cave systems, like Carlsbad Caverns or Mammoth Cave, which are formed by irregular natural processes.

Central Government War Headquarters:

http://www.bbc.co.uk/wiltshire/content/articles/2005/11/22/u...

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