Development Day 3: Procedural Dungeon Generation


This will have to be a quick post since it is past midnight and I have to get to work tomorrow, but I will report that I have made a lot of progress this evening.  First off, a friend of mine by the name of Sigurd took a look at my Dijkstra maps and was able to make a few changes that he thinks will improve performance, although I haven't been able to test them yet.

Second, and most excitingly, I have the first pass of procedurally generated dungeons in the works.  Its a pretty simple algorithm, just plopping down a randomly sized square room and connecting it to one of the other rooms in the dungeon.  However, it seems to work decently well.  I was able to randomly add small pools of water into some of the rooms, and I'm in the middle of testing an algorithm to dynamically figure out where doorways should be placed and add some of those in as well.

Tomorrow, my plan is to finish the doorway detection algorithm, add doors, and add at least one type of monster.  The monster code is already written and tested, I just need to add them into the map generation logic.  Then, I'll start working on spells, the first step towards proper SpellForging!

Get Spellforger 1: Entry Exam

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