Simple Dungeon Map Generation(smoldungeon.com)
smoldungeon.com
Simple Dungeon Map Generation
https://smoldungeon.com/maps
18 comments
My favorite from that collection on map generation is by Herbert Wolverson: https://www.youtube.com/watch?v=TlLIOgWYVpI He goes over 5 or 6 different techniques that are easy to implement.
He's the Rusty roguelike king, I worked through this awesome book when I was learning Rust.
https://bfnightly.bracketproductions.com
https://bfnightly.bracketproductions.com
Neat, there is a whole section on dungeon generation in there too!
If you are more of a text than video person, this survey paper might be interesting as a starting point:
https://dl.acm.org/doi/pdf/10.5555/3144605.3144638
https://dl.acm.org/doi/pdf/10.5555/3144605.3144638
In addition there is the Roguelike Radio Podcast that has a ton of good content. Sadly it seems to be on hiatus for a while now.
But the last episode is on the Roguelike Celebration event: http://www.roguelikeradio.com/2020/09/episode-156-roguelike-...
But the last episode is on the Roguelike Celebration event: http://www.roguelikeradio.com/2020/09/episode-156-roguelike-...
For a different article on dungeon map generation that's a bit more detailed:
http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes...
Found via this thread: https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...
Found via this thread: https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...
That's an awesome article, I'll add a link to it.
The classic source for dungeon generators is RogueBasin, with this being a good starting point:
http://roguebasin.com/index.php/Articles#Map
http://roguebasin.com/index.php/Articles#Map
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That Bob Nyquist has a pretty cool roguelike on github called Hauberk written in Dart, amongst a number of other good related dev articles and best practices on his blog.
https://github.com/munificent/hauberk
Edit: I realized the link to Hauberk is at the top of his article, but it's worth checking out; mostly complete, good ideas, cool use of color.
https://github.com/munificent/hauberk
Edit: I realized the link to Hauberk is at the top of his article, but it's worth checking out; mostly complete, good ideas, cool use of color.
This article really doesn't provide any insights into map generation or explain any interesting implementation details.
Fantasy city generator:
https://watabou.itch.io/medieval-fantasy-city-generator
https://watabou.itch.io/medieval-fantasy-city-generator
The dungeon generation shown is the same as Brian Sawyer's 'Dungeon' game from 1979:
http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....
Not sure if Brian Sawyer is the original designer of this approach though?
http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....
Not sure if Brian Sawyer is the original designer of this approach though?
The problem with most of these generators is that you end up with insane looking dungeons. I wonder whether a different approach which took into account the kind of dungeon it was supposed to be, and what features should be located in it, could lead to better results.
I think the usual method is to do a few things:
1. Different generators for different "environments" -- e.g. cellular automata for more open areas / caves, BSP for rooms, etc
2. Smash them together to create the map, with the different algorithms for different sections (or even applied on top of each other)
3. Add "templates" to have some more intelligently designed areas -- rooms designed by hand, possibly multiple variants for the same location. Use this for special rooms, boss areas, etc. DCSS has tons of these, both for important areas, treasure trove gimmick things and also just for flavor.
4. Change algorithm/template choices per topical area, to make them more distinct. DCSS uses different strategies per branch, giving them each a very distinct feel
1. Different generators for different "environments" -- e.g. cellular automata for more open areas / caves, BSP for rooms, etc
2. Smash them together to create the map, with the different algorithms for different sections (or even applied on top of each other)
3. Add "templates" to have some more intelligently designed areas -- rooms designed by hand, possibly multiple variants for the same location. Use this for special rooms, boss areas, etc. DCSS has tons of these, both for important areas, treasure trove gimmick things and also just for flavor.
4. Change algorithm/template choices per topical area, to make them more distinct. DCSS uses different strategies per branch, giving them each a very distinct feel
Made me want to play ADOM again... Just not this GUI nonsense, the real ADOM.
Reminds me of Guild of Dungeoneering
https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/fea...