Re: Design Tool: Dungeon Generator
Posted by
MortiS-the-Lost on
May 20, 2010; 11:34am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Dungeon-Builder-Development-Thread-tp5062933p5079216.html
Ah I see this thread is coming along nicely and the project is off to a good start already.


The editable tiles was something I hadn't even considered the possibly of and it's great, it reminds me of the way you mark out the tunnels you want to dig in Dungeon Keeper (an awesome PC game, if you haven't played it yet go and get a copy now!).
I agree with Marchomer that visible borders, allowing for directly adjacent rooms and corridors would be a useful feature meaning it would be compatible with as many dungeon set-ups as possible. What I suggest is giving each feature of the generator an On/Off flag, allowing users to better tailor what style of dungeon is generated toward their own set-up.
As for corridor generation I suggest taking a look at how the dungeon generation in AHQ is done. To make it a bit more universal you'll need to add option for how wide corridors should be and have the option for set section lengths. Having to roll dice and look up the results on 30 different charts in the AHQ rulebook can be a time-consuming pain in the arse during a game, but a computer program could swallow all those tables and matrices easily
ah yes! 'Into the unknown' is also a very good starting place and narrative element it provides will make for much more realistic feeling dungeons.
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~