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(+1)

Nice Map Genereator, do you have some insights on how you did it?

(+4)

Thanks! First time doing a procedurally generated dungeon so I'm glad you liked it.

I used BSP generation to subdivide the map and place rooms. Then for the hallways, I used AStar pathfinding with weighted tiles to connect random rooms together. Each cell on the grid had an initial high cost of traversal (making the shortest route the best candidate at first), but each time a cell was used in a path, its cost would decrease, thus making it a better candidate for future hallways even if it wasn't the shortest path. By the time all the rooms are connected, you end up with a few main corridors towards the center of the map and some smaller ones on the edges.

Plenty of room to tweak this method, but I was pretty happy with the dungeons it made. Hope that explained everything well enough!

(+1)

Thx yeah great explanation! Especially the part about the weigted stuff which results in main corridors and side paths

(+1)

We had a similiar idea, dungeon generator worked but we were not ablo to finish within time 😅