Posted July 02, 2021 by mappi
Took some more time during the week to learn about different ways of generating the map! In the end I decided to try out a binary space partitioning tree first because it's super straightforward.
After tweaking the values these are some of the results I got:
It's fine I guess. There is not that much variety because of the way BSP works and my room sizes being very limited. I don't want the rooms to be unnecessary big or small. What I don't like is the backtracking in some of the maps. Maybe it could be fun tho with a ⛏️-item (dig wall tiles one by one) or a 🧨-item (blow up several tiles at once) etc.
There is even some unintentional "concept art" (pff) I did for this:
Anyway doesn't mean I have to use only one algorithm to generate floors. Could also use this one for some floors and for other floors hand crafted maps with puzzles to have some variety. But that's something for the future mappi. Right now getting the basics done has priority!
Gonna have to improve the generation process (like add a min. room count --- oops! lol (because there is a small chance of not generating a room inside a leaf node)) and add stairs! After that the player will be able to explore the pyramid without distraction... f o r e v e r--