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The first step is placing random trees? O_o

Something with that sentence just feels a bit off to me, I kinda feel rendering is the last step. How do you make sure the player cannot leave the level area, and make sure there is a path from the start to the goal?


Then again, with at least four finished roguelike(like)s, I'm pretty sure I'd trust you with pure randomness over some of the other people I've seen using it... at least you know what you're doing. :P As always, what tools you use are less important than how well you use them. (I'd personally recommend top-down approaches to everyone starting out with random generation, since working on a higher layer of abstraction means it's easier to keep track of what you're actually doing)

"How do you make sure the player cannot leave the level area, and make sure there is a path from the start to the goal?"

I simply tell the player they have no reason to wander off the map, if they try. No need for a more involved fiction. As for your other question, after placing the trees I generate a forest trail that plows right through them if necessary. Which is... pretty much how you'd do it in real life. Doing the opposite would be a lot more complicated, and putting the cart before the horses on top of that. I'm generating a forest village, not a planned city! (The latter is, of course, exactly what I'm doing in RogueBot. Notice how the algorithm is radically different there.)

That said, thanks for the kind words. I got to this point after many failed attempts, spread over long years. And I'm still a novice at PCG. But my methods work. ;)