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Implement map generation #8
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It occurs to me that pulling in libtcod as a native plugin will prevent us from making WebGL builds, so let's scrap that option. |
@mminer would it make sense to:
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To make it more interesting, you could potentially create multiple mazes (ie. |
Hmm yeah, that approach might make sense. On the pre-made library front, I tried RogueSharp and the maps it generates look good to my eyes. They're effectively a series of rectangles connected by hallways, but the results have a somewhat organic feel to them.
To enforce hallways with doors, generating four smaller maps like you mention (or two side-by-side?) and carving a path through them seems like a good idea. For monsters that you have to slay by first finding a chest with a weapon, we could do something similar:
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I'm going to call this done. We have to do more work to fill the dungeons with obstacles and items, but we can consider the map generation itself finished (sans tweaking). |
This seems like it could be a gnarly task if we attempt to do it from scratch. My vote is to integrate an existing library. I found a few:
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