Against my better judgement, I decided to start another #Roguelike project. This one required a different mapgen algorithm than normal, with rooms that are directly adjacent. I implemented this by recursively splitting rooms that are too large.
I haven't implemented doors yet because I'm still working on determining which rooms are adjacent. I'm still mulling over this one, which is why I haven't released the source yet.
Awesome little article about #roguelike level generation for using what looks like a recursive maze generator. It even has a little interactive sample generator embedded in the article! Pretty cool!
I finally have a proper level generator for my #roguelike. It's much like most traditional maps, with rooms, twisty little passages, and mold growing on the walls. Sacrificing quantity of rooms for size was the right choice, I think; it will allow for more diversity in the maps as time goes on.
I'm an aspiring #gamedev who occasionally pretends to be a writer. I believe very strongly in free software and the free market and oppose censorship in all its forms.
A instance dedicated - but not limited - to people with an interest in the GNU+Linux ecosystem and/or general tech. Sysadmins to enthusiasts, creators to movielovers - Welcome!