Code Exploration - Procedural Dungeon Generation
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- čas přidán 14. 06. 2024
- This video was put together as part of an assessment for a University course I am taking.
Want to play some of my games? They can all be downloaded for free here: olivercoates1.itch.io/
My portfolio: www.oliver-coates.com/
References:
[1] - Graph Based Dungeon Generation - ondra.nepozitek.cz/blog/graph...
[2] - Poisson Disk Sampling - / implementation-of-pois...
[3] - Aligned Bounding Boxes - www.sciencedirect.com/topics/...
[4] - Collision Detection Using the Separating Axis Theorem - code.tutsplus.com/collision-d...
[5] - Procedurally Generated 3D Dungeons - • Procedurally Generated... - Komedie
The reason why you should not discard the graph design is because you can implement "flavor rules" that make dungeons more interesting.
For example, if you design a main hub area, then any path that leads to a treasure, can be made to have a shortcut back to the hub. One of the more frustrating things about procedural dungeon design is that often there is lots of backtracking
Very interesting, strange how you have so little views
Thanks!
Great stuff! Could you make it so the hallways can intersect?
Thanks! I definitely could, though it would require a bit of a restructure of my code. When I plan to come back to this project I want to be bit more ambitous - focusing on procedurally generating geometry which fits with the gameplay (half pipes, multi-level rooms, hidden areas etc), rather than just ornately placed rooms :)
pokemon mystery dungeon kinda
*Grāph