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…
Are you shitting me? This is the worst and most worthless type of post HN has to offer. It serves no purpose other than for the commenter to try and make themselves sound smart. Given the context here that's delightfully ironic. These dungeons are indeed built by people for a reason. Those people are game developers and the reason is video games. Diablo, Dungeon Keeper, and TinyDungeon all have dungeons crafted quite…
Procedural Dungeon Generation Algorithm
31–40 of 49 posts
Re: Procedural Dungeon Generation Algorithm
#32I'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…
Are you shitting me? This is the worst and most worthless type of post HN has to offer. It serves no purpose other than for the commenter to try and make themselves sound smart. Given the context here that's delightfully ironic. These dungeons are indeed built by people for a reason. Those people are game developers and the reason is video games. Diablo, Dungeon Keeper, and TinyDungeon all have dungeons crafted quite…
If you look at classic tabletop dungeons, though--the games that gave us the modern meaning of "dungeon" as "enclosed space full of loot and danger" as opposed to the dictionary "underground prison"--you're more likely to see a balance between the two. Everything still serves the needs of play, but within that framework you'll find bunkrooms, kitchens, storage rooms, training areas, etc, etc, sometimes even with discussion of schedules and which characters are likely to be where when, which the players can attempt to learn and take advantage of. It's more work, but it does make the gameworld feel more immersive, more real.
Either approach is perfectly valid. In a fast-paced hack-and-slash game, you're not likely to stand still long enough to notice the set dressing; you just need a space in which to kill monsters, and anything more is a waste. In a more thoughtful/exploratory RPG, the game can really benefit from a thoughtful layout.
Now isn't it nice when we can disagree without getting all huffy and belligerent?
Re: Procedural Dungeon Generation Algorithm
#33I'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…
Are you shitting me? This is the worst and most worthless type of post HN has to offer. It serves no purpose other than for the commenter to try and make themselves sound smart. Given the context here that's delightfully ironic. These dungeons are indeed built by people for a reason. Those people are game developers and the reason is video games. Diablo, Dungeon Keeper, and TinyDungeon all have dungeons crafted quite…
Re: Procedural Dungeon Generation Algorithm
#34I'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…
Are you shitting me? This is the worst and most worthless type of post HN has to offer. It serves no purpose other than for the commenter to try and make themselves sound smart. Given the context here that's delightfully ironic. These dungeons are indeed built by people for a reason. Those people are game developers and the reason is video games. Diablo, Dungeon Keeper, and TinyDungeon all have dungeons crafted quite…
[0] the following comes from https://news.ycombinator.com/newsguidelines.html
Be civil. Don't say things you wouldn't say in a face-to-face conversation. Avoid gratuitous negativity.
When disagreeing, please reply to the argument instead of calling names. E.g. "That is idiotic; 1 + 1 is 2, not 3" can be shortened to "1 + 1 is 2, not 3."
Re: Procedural Dungeon Generation Algorithm
#35I'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.
Re: Procedural Dungeon Generation Algorithm
#36Earlier quoted context omitted.
Are you shitting me? This is the worst and most worthless type of post HN has to offer. It serves no purpose other than for the commenter to try and make themselves sound smart. Given the context here that's delightfully ironic. These dungeons are indeed built by people for a reason. Those people are game developers and the reason is video games. Diablo, Dungeon Keeper, and TinyDungeon all have dungeons crafted quite…
Dungeons in games have to do two things: serve as spaces of play, and provide verisimilitude, suspension of disbelief. Most often, the first takes high priority, and the second shows up only as set dressing: cells in a prison, waterways in a sewer, altars in a temple, etc. If you look at classic tabletop dungeons, though--the games that gave us the modern meaning of "dungeon" as "enclosed space full of loot and dange…
Re: Procedural Dungeon Generation Algorithm
#37Earlier quoted context omitted.
Dungeons in games have to do two things: serve as spaces of play, and provide verisimilitude, suspension of disbelief. Most often, the first takes high priority, and the second shows up only as set dressing: cells in a prison, waterways in a sewer, altars in a temple, etc. If you look at classic tabletop dungeons, though--the games that gave us the modern meaning of "dungeon" as "enclosed space full of loot and dange…
I agree with both him and you. But I think part of his point is that often times HN comments tend to focus on kind of irrelevant stuff. I'm the author of this post and the top comment here bothered me a bit because it has nothing to do with the content of the article itself, it's just the top commenter giving his opinions on what types of dungeons he likes better. I didn't even post the article to HN myself because m…
I've written a handful of educational posts as well. I swear the majority of comments only exist to make the commenter try to show off how much smarter than the OP they are. Reddit is the absolute worst. But HN isn't far behind.
I'm sorry the top comment doesn't actually provide any value to any one. Please don't let dingleberries like him prevent you from writing more in the future. Thanks for sharing.
Re: Procedural Dungeon Generation Algorithm
#38I'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…
Re: Procedural Dungeon Generation Algorithm
#39[1] https://en.wikipedia.org/wiki/The_Warlock_of_Firetop_Mountai...
Re: Procedural Dungeon Generation Algorithm
#40I'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…
I agree, though the issue, I think, is wider than 'purposeful' design. The dungeon could be a range of things, but this one doesn't look like anything except an 'algorithmic dungeon'. Is it: a) an underground city (your analysis is spot on, doesn't look like that) b) a cave system c) a mine d) a prison e) the lair of some non-intelligent species f) a fortress to protect something Another option is that they're suppos…
Honestly, you might as well attack an A* pathfinding article on the grounds that game units shouldn't necessarily take the shortest path to their goal. Algorithms like this are tools in a toolbox - obviously tweaking them is what makes any given game unique, but beginners still need to start somewhere.
(Also - Nethack? The game where you find potion shops eight levels underground that can only be reached via three rooms full of soldier ants, etc?)