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This is some really good stuff, certainly worth a dig. It's the kind of thing I've been trying to get into with dynamic level generation, eventually. There's a lot of ways to apply these principles, too!

https://www.rockpapershotgun.com/2017/03/10/how-unexplored-generates-great-roguelike-dungeons/

P#38344 2017-03-17 17:34 ( Edited 2017-03-23 04:50)

IDK if you remember a few weeks ago, where I was talking about using the pixels of the map grid as tiles, rather than as the tiles themselves... but this sort of thing was the outcome I was aiming to get out of that approach!

P#38345 2017-03-17 17:36 ( Edited 2017-03-17 21:36)
:: sax3

you might be interested by this:
http://tinysubversions.com/spelunkyGen/

P#38348 2017-03-17 18:10 ( Edited 2017-03-17 22:10)

I LOVE Spelunky. That's the game that got me into PGC (and TIGSource, which roundabout, got me into PICO-8). Kind of a full circle thing, really... :)

Working something like this into PICO scope is a bit challenging, though. I've had to do about 3 restarts on projects already; which sucks once I have a good grip of the map chunks done.

P#38599 2017-03-23 00:50 ( Edited 2017-03-23 04:50)

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