G
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Archived from groups: rec.games.roguelike.development (More info?)
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).
--
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/)
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).
--
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/)