Dungeon Generator- Rougelike games
Community Forums/Showcase/Dungeon Generator- Rougelike games
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I made a typo should read "Roguelike games" in the title. Could a Moderator please fix this? This project has been a labor of love and should prove useful when complete. This program generates random dungeons that you can seed with treasure for your hero. I'm now fairly happy with a bug free first release. Please try the source code provided. This is a fairly simple and open-ended engine so you can take this where you want to go in your project. Here is a rough demo, please hit spacebar for new dungeon. http://storeandserve.com/download/842177/Burnside_Dungeons.rar.html alternate mirror http://www.mediafire.com/?4bu8xsjnucn An image from the source. (demo is now a bit outdated) ![]() Here is the first release of the source. I think it is pretty well documented! I would like credit if you use this. This is to be released for free as a service. |
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Link isn't working for me =( |
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Looks very useful to myself actually... |
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Will it place items and monsters for you too? Would be nice. People could feed the generator with strings and the probability of it showing up on the map. map = new TMap map.set_rooms( 10 ) map.add_entity( "Ogre", 10 ) ' 10% chance that one will be added map.add_entity( "Pile o gold", 75 ) map.add_entity( "The one ring (fake)", 50, 10 ) ' 50% chance, no more than 10 rings allowed map.add_entity( "The one ring (fo real!)", 1, 1 ) ' 1% chance of it being added, and an upper limit of 1 Or something. I'm just brainstorming a bit while coffee #2 sinks down. |
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Actually there is a function to seed a room with a value. With this tile value you provide the number that would fit your system. I used a single random room seeding of the value 3 to denote my stairs here. (The orange square) Lets say that value 3 is a treasure chest. You simply call the function and give it the parameter 3. One might do something like: seed_room(d:dungeon,n:int,r:room) If the room parameter is -1, ALL rooms are possible to contain the value. Let me tell you a bit more about the structure of the dungeon generator. The basic type is the Dungeon. These are objects that contain an array and also rooms. The array inside holds values for the map. The empty rooms and passages have the value 0. The walls have a value of 1. The dungeons are made of rooms. Rooms are there to act like containers for your random items. They can also be accessed directly within the dungeon because they are held in a list. There is no global dungeon list to store dungeons, I left the storage and maintenance up to the programmer. I'm not really sure that I want to code an entire game engine. This may just provide you with the dungeon and some placeable values. It would be up to the programmer to code battle systems and GUI''s. |
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Looks nice. I am looking forward to seeing the code. |
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Sounds nice, and keeping it simple is probably a good idea. I'm too looking forward to hack around with the code when it's released. :) |
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If people are having trouble downloading from the crappy host please try this mirror. http://www.mediafire.com/?4bu8xsjnucn *First Source released. Expect more in the future if there is interest! |
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Hmm I'm a bit surprised to see that interest has fizzled out. Was the engine a bit of a letdown for everyone? I wanted to have a dungeon generator that was powerful yet very flexable. |
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Actually, i've been extremely interested in this. I just haven't had the time to open the hood on this new release. I've been watching since the beginning of your last topic: http://blitzmax.com/Community/posts.php?topic=77574 Which I really appreciate you sharing the code. I do plan on using it to generate full maps (with tiles/scene variation) for my engine. |
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Its a very interesting project for me too, I too intend to use it to make a dungeon crawl like Diablo but full 3d at a later date. Thanks for sharing the code :) |
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thanks for the code! |
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Haven't been near the Internet since early last week, so haven't had a chance to download the source code to try it. Still very interested, will have a look now. |
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Very much interested in it, but have been really busy with real life stuff this weekend. And my little project. Will have a look at the code and play around with it when time permits. Thanks for sharing! :) |
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I have spent more time with this and it is very nice. It is very clean and the dungeons have a nice feel. Thanks again for posting. |
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Neat - I like roguelike games. Can you submit this to the code archives? Quite a useful intro to map generation. |
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Sure I'll put it into the code archives. I don't know how much more I'll work on this. I have a game and some other projects in the works. Thanks for all of the support. |
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Any chance for an option to set min/max cooridor widths? That would really top off this tool for me =p Love the code, it's a lot easier to work with. |
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Hey, you're the same guy doing the "Infinite Maps" thing. Our minds are definitely on the same wavelength. Except I work in Blitz3d, so your code frightens and confuses me :) I used to do dungeon generators in C64 and Amiga when I played Dungeons and Dragons. I used to love designing the political and social climate in the dungeon, but not the actual rooms. I wanted to be able to take a dungeon and say, "Ok, this whole side is controlled by gnolls, with the lead gnoll in this chamber attended by the elite guard. All the treasure in that area is in that room. But at the entrances to their territory there are periodic incursions by the Kobolds in room 4a, who are now mostly injured and will try to enlist the party to do a diversionary..." You get the idea. That way there is a back story that the players can discover and have a lot more fun than just killing monster A in room B with treasure C. The point is, when you see the floor plan you start to imagine the regional territories that might develop within it. You might want to consider an app that does this for those who still play role-plaing games. Anyway, keep up the great work! |