It seems fairly useful, and could be extended to allow for pre-placed
components, thought it is really designed for small dungeons (P&P
roleplaying), and could be very slow if naïvely implemented. It has
plenty of parameters, and you can get a huge variety of room+corridor
dungeons just by changing the numbers. This would be good to give each
level/region a different feel, whilst doing most level-generation with
the same code (easier debugging and maintainance).
--
Simon Richard Clarkstone: s.r.cl?rkst?n?@durham.ac.uk/s?m?n.cl?rkst?n?@
hotmail.com ### "I have a spelling chequer / it came with my PC /
it plainly marks for my revue / Mistake's I cannot sea" ...
by: John Brophy (at: http://www.cfwf.ca/farmj/fjjun96/)
Archived from groups: rec.games.roguelike.development (More info?)
Auric__ wrote:
> On Sat, 18 Jun 2005 22:04:08 +0100, Simon Richard Clarkstone wrote:
>
>
>>While poking around, I found this dungeon generator, with description of
>>the workings and the source code:
>>
>>http://www.rpghost.com/dungeon_gen.shtml
>>
>>It seems fairly useful, and could be extended to allow for pre-placed
>>components, thought it is really designed for small dungeons (P&P
>>roleplaying), and could be very slow if naïvely implemented. It has
>>plenty of parameters, and you can get a huge variety of room+corridor
>>dungeons just by changing the numbers. This would be good to give each
>>level/region a different feel, whilst doing most level-generation with
>>the same code (easier debugging and maintainance).
>
> All they're doing is stealing bandwidth from Jamis Buck, who wrote the
> program. His page for the generator is here:
> http://www.aarg.net/~minam/dungeon.cgi >
> He also wrote a few other generators. I believe they've been mentioned
> in here before.
Still calls his site to run the actual code, check out some abcgi
mega maps! (seed with 0% random) How cool is that program.
Archived from groups: rec.games.roguelike.development (More info?)
ABCGi wrote:
> Auric__ wrote:
>
>> On Sat, 18 Jun 2005 22:04:08 +0100, Simon Richard Clarkstone wrote:
>>
>>
>>> While poking around, I found this dungeon generator, with description
>>> of the workings and the source code:
>>>
>>> http://www.rpghost.com/dungeon_gen.shtml >>>
>>> It seems fairly useful, and could be extended to allow for pre-placed
>>> components, thought it is really designed for small dungeons (P&P
>>> roleplaying), and could be very slow if naïvely implemented. It has
>>> plenty of parameters, and you can get a huge variety of room+corridor
>>> dungeons just by changing the numbers. This would be good to give
>>> each level/region a different feel, whilst doing most
>>> level-generation with the same code (easier debugging and maintainance).
>>
>>
>> All they're doing is stealing bandwidth from Jamis Buck, who wrote the
>> program. His page for the generator is here:
>> http://www.aarg.net/~minam/dungeon.cgi >>
>> He also wrote a few other generators. I believe they've been mentioned
>> in here before.
>
>
> Still calls his site to run the actual code, check out some abcgi
> mega maps! (seed with 0% random) How cool is that program.
>
> http://www.aarg.net/~minam/dungeon [...] seed=abcgi >
> http://www.aarg.net/~minam/dungeon [...] seed=abcgi
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