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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 30

Фото профиля Robin | Game dev ᕕ(ᐛ)ᕗ
Robin | Game dev ᕕ(ᐛ)ᕗ1 год назад

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? :)

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

People like walking simulators, no? 😅

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

Walking through a generated dungeon:

Фото профиля thefernando
thefernando1 год назад

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

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

Thank! I would say: Go for it! 😁

Фото профиля thefernando
thefernando1 год назад

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

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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

Фото профиля GIGASWORD ~ Wishlist Now!
GIGASWORD ~ Wishlist Now!1 год назад

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

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

No problem! 😁

Фото профиля Svambo
Svambo1 год назад

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 ...

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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. 😁

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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

Фото профиля Redbaboon Games
Redbaboon Games1 год назад

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.

Фото профиля mrimvo
mrimvo1 год назад

Classic Nethack style.

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

Yeah, just rectangles and some lines between them!

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

Makes sense 😅

Фото профиля Johannes Ebner
Johannes Ebner1 год назад

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

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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.

Фото профиля Johannes Ebner
Johannes Ebner1 год назад

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? 😂

Фото профиля Johannes Ebner
Johannes Ebner1 год назад

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 😂

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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 😅

Фото профиля Speiger
Speiger1 год назад

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.

Фото профиля spaceghost e/🇺🇸
spaceghost e/🇺🇸1 год назад

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

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

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

Фото профиля Joseph Ensminger
Joseph Ensminger1 год назад

Can you make the code/scene available?

Фото профиля zbigniewcebula
zbigniewcebula1 год назад

Because your algo sucks.

Фото профиля Sander Vanhove
Sander Vanhove1 год назад

Well, that's not nice 🤔

Фото профиля zbigniewcebula
zbigniewcebula1 год назад

Yup, it happens.

Фото профиля RedDeer.Games
RedDeer.Games1 год назад

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