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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 次观看 • 1 年前 •via X (Twitter)

30 条评论

Robin | Game dev ᕕ(ᐛ)ᕗ 的头像
Robin | Game dev ᕕ(ᐛ)ᕗ1 年前

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? :)

Sander Vanhove 的头像
Sander Vanhove1 年前

People like walking simulators, no? 😅

Sander Vanhove 的头像
Sander Vanhove1 年前

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

Sander Vanhove 的头像
Sander Vanhove1 年前

Walking through a generated dungeon:

thefernando 的头像
thefernando1 年前

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

Sander Vanhove 的头像
Sander Vanhove1 年前

Thank! I would say: Go for it! 😁

thefernando 的头像
thefernando1 年前

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

Sander Vanhove 的头像
Sander Vanhove1 年前

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

GIGASWORD ~ Wishlist Now! 的头像
GIGASWORD ~ Wishlist Now!1 年前

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

Sander Vanhove 的头像
Sander Vanhove1 年前

No problem! 😁

Svambo 的头像
Svambo1 年前

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 ...

Sander Vanhove 的头像
Sander Vanhove1 年前

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. 😁

Sander Vanhove 的头像
Sander Vanhove1 年前

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

Redbaboon Games 的头像
Redbaboon Games1 年前

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.

mrimvo 的头像
mrimvo1 年前

Classic Nethack style.

Sander Vanhove 的头像
Sander Vanhove1 年前

Yeah, just rectangles and some lines between them!

Sander Vanhove 的头像
Sander Vanhove1 年前

Makes sense 😅

Johannes Ebner 的头像
Johannes Ebner1 年前

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

Sander Vanhove 的头像
Sander Vanhove1 年前

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.

Johannes Ebner 的头像
Johannes Ebner1 年前

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? 😂

Johannes Ebner 的头像
Johannes Ebner1 年前

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 😂

Sander Vanhove 的头像
Sander Vanhove1 年前

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 😅

Speiger 的头像
Speiger1 年前

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.

spaceghost e/🇺🇸 的头像
spaceghost e/🇺🇸1 年前

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

Sander Vanhove 的头像
Sander Vanhove1 年前

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

Joseph Ensminger 的头像
Joseph Ensminger1 年前

Can you make the code/scene available?

zbigniewcebula 的头像
zbigniewcebula1 年前

Because your algo sucks.

Sander Vanhove 的头像
Sander Vanhove1 年前

Well, that's not nice 🤔

zbigniewcebula 的头像
zbigniewcebula1 年前

Yup, it happens.

RedDeer.Games 的头像
RedDeer.Games1 年前

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