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My easy 3-step dungeon generation algorithm using Godot Tilemaps: 1️⃣ Spawn random rooms, merge overlapping rooms 2️⃣ Merge rooms with corridors until all are merged 3️⃣ You're done! ✌️ I don't get why people overcomplicate this 😅

17,891 Aufrufe • vor 1 Jahr •via X (Twitter)

30 Kommentare

Profilbild von Robin | Game dev ᕕ(ᐛ)ᕗ
Robin | Game dev ᕕ(ᐛ)ᕗvor 1 Jahr

Maybe they complicate it because they dont want players to have to go through a corridor that's 20 tiles long, when most rooms are like 4 tiles high? :)

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

People like walking simulators, no? 😅

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

And of course everything is configurable to support bigger maps or rooms:

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Walking through a generated dungeon:

Profilbild von thefernando
thefernandovor 1 Jahr

realy like this style I should make things in this style.

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Thank! I would say: Go for it! 😁

Profilbild von thefernando
thefernandovor 1 Jahr

nice stuff I love when I see people simplifying things instead of over complicating them.

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Exactly! People, and especially programmers, like to overthink systems from time to time 😅

Profilbild von GIGASWORD ~ Wishlist Now!
GIGASWORD ~ Wishlist Now!vor 1 Jahr

I always love finding new ways to approach dungeon generation, thanks for posting this!

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

No problem! 😁

Profilbild von Svambo
Svambovor 1 Jahr

How does your corridor algorithm work? I'm working on something like this atm and it works pretty well most of the time, but in some rare cases I get 2 separate unconnected dungeons ...

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

I have classes for a room, a corridor and a merded collection of rooms and corridors. So I basically take one random room and connect it to another random room with a corridor. Put all of that in a merged collection. Repeat until everything is merged into one big dungeon. 😁

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Do you think the content of the rooms could make up for the randomness?

Profilbild von Redbaboon Games
Redbaboon Gamesvor 1 Jahr

Maybe, the problem is, actually its too much random, the rooms have to be more logic in therm of size, also remember the sizes of the sprites if the generated dungeons, rooms are too small it can be problematic.

Profilbild von mrimvo
mrimvovor 1 Jahr

Classic Nethack style.

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Yeah, just rectangles and some lines between them!

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Makes sense 😅

Profilbild von Johannes Ebner
Johannes Ebnervor 1 Jahr

The complexity is still in the spawning rooms & connecting part, isn't it? I mean you need an algorithm with quite a few constraints.

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

My algorithm just takes a random square in both rooms it's trying to connect and then put a corridor there 😅 It's really naive.

Profilbild von Johannes Ebner
Johannes Ebnervor 1 Jahr

Do you have any checks on what is a valid room? A valid corridor? How many bends a corridor should have at least? How do you check for connections? 😂

Profilbild von Johannes Ebner
Johannes Ebnervor 1 Jahr

IOW: If you say it's simple, I think you're either underplaying your skills or you're arrogant. Having met you personally, it's the first, as you're not arrogant 😂

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Ok maybe you're right 🤔 I do have some classes set up that have a notion of what a room and a corridor are and a class that can merge any number of these rooms and corridors. Maybe I'm underestimating the complexity 😅

Profilbild von Speiger
Speigervor 1 Jahr

That only works if your working with a 100% dynamic system. Where spawns etc are not user defined. Or as a tool to build templates that you can then edit. But the moment you want to have a set of handcrafted rooms that are then dynamically layed out then your approach fails.

Profilbild von spaceghost e/🇺🇸
spaceghost e/🇺🇸vor 1 Jahr

corridors and rooms is classic but unless u like that like cartography crawlers people like a bit more variation besides single-tile one-path corridors and rooms i personally love this style, i still play castle of the winds

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Yeah, I guess it also depends on how long they have to play the game 🤔

Profilbild von Joseph Ensminger
Joseph Ensmingervor 1 Jahr

Can you make the code/scene available?

Profilbild von zbigniewcebula
zbigniewcebulavor 1 Jahr

Because your algo sucks.

Profilbild von Sander Vanhove
Sander Vanhovevor 1 Jahr

Well, that's not nice 🤔

Profilbild von zbigniewcebula
zbigniewcebulavor 1 Jahr

Yup, it happens.

Profilbild von RedDeer.Games
RedDeer.Gamesvor 1 Jahr

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