Love your algorithm experiments. Really appreciated as I was not aware of this L path alternative to the drunken walker. Adds some very interesting possibilities. Thanks! Keep it up.
Try to generate one set, then use the last tile placed as the origin for a different ruleset, and see what comes out. Maybe make the area limited and it wraps up to the other side when it reaches a map limit
If you want something that branches, your production rule needs to incorporate [ ]. You could probably start with the rule at 07:12, and change the get_turtle_path method to make the branches start out girthy and taper down. I think you could tie a branch's starting width to how big the history arrays are, an empty pos_hist would correspond to the root, which should be the thickest, and a path with the largest pos_hist should be the thinnest. I'm not sure how to do that grid tiles and not have it look janky, but you could use the line class to draw something to see if it works.
@@TimmyGobbles-pp8pf hey, sorry for the delay/vagueness. I was writing a random walker for map generation - similar to say Nuclear Throne, Escape the Gungeon, or Binding of Isaac map creation. My issue is that for some reason the code crashes when it’s ran. My player character, weapon, enemies etc are all fine, but my when I load a level with the walker it just freezes and never loads. I was following a Udemy course but the instructor abandoned the course it seems as I asked the question about a week ago.
After googling those 3, I'm pretty certain gungeon and issac don't use random walks for generating levels, but nuclear throne definitely does. I found some indienova article about throne's level generation, if all goes well it shouldn't take too long to crank something out.
@@TimmyGobbles-pp8pf thank you, yes I’m positive that Nuclear Throne does. I’m entirely new to procedural generation and there’s not too much content for me to go through that I’ve found. I believe I’ve read the article you’re talking about too. I am a CS major (just graduated!) and I found this year I like game development so much more than anything else I’ve been doing. Unfortunately I’m teaching myself because my university didn’t have any programs for game design.
@@TimmyGobbles-pp8pf actually, I believe those others use wave function collapse? the rooms were hand made, and then procedurally generated when loaded if what I’ve read is correct.
Sorry about that. I didn't intend for this video to be a tutorial but more of a "look at this thing that's kind of interesting" video. I always put "Tutorial" in the title if I think I've included the necessary steps to follow along. I tried including a brief explanation of my method, but if you wanted to implement it and are having trouble I linked the book I used in the description.
Love your algorithm experiments. Really appreciated as I was not aware of this L path alternative to the drunken walker. Adds some very interesting possibilities. Thanks! Keep it up.
Very cool :) I think overlapping two with different rules would look really good.
Like nesting them? I'll have to try that out
Didn't understand anything but it looks pretty cool
Try to generate one set, then use the last tile placed as the origin for a different ruleset, and see what comes out. Maybe make the area limited and it wraps up to the other side when it reaches a map limit
interesting, thank you
Very cool, any ideas on how to make it more "river like"? One origin slowly forking, and branching, like a tree I guess.
If you want something that branches, your production rule needs to incorporate [ ]. You could probably start with the rule at 07:12, and change the get_turtle_path method to make the branches start out girthy and taper down. I think you could tie a branch's starting width to how big the history arrays are, an empty pos_hist would correspond to the root, which should be the thickest, and a path with the largest pos_hist should be the thinnest. I'm not sure how to do that grid tiles and not have it look janky, but you could use the line class to draw something to see if it works.
@@TimmyGobbles-pp8pf Thanks
I'm more into W-Systems personally
What are w systems?
@@borismarcone6991 It's a joke on zoomer language in the sense of W for Win and L for Lose
@@runescapes oh my. I googled so much before asking and now this 😆
Could you make a video describing Walker generation in godot? I keep having issues with mine and I can’t figure out why.
Do you mean like a "random walk" or "drunkards walk"? If so, yes. What did you want to use it for?
@@TimmyGobbles-pp8pf hey, sorry for the delay/vagueness. I was writing a random walker for map generation - similar to say Nuclear Throne, Escape the Gungeon, or Binding of Isaac map creation.
My issue is that for some reason the code crashes when it’s ran. My player character, weapon, enemies etc are all fine, but my when I load a level with the walker it just freezes and never loads. I was following a Udemy course but the instructor abandoned the course it seems as I asked the question about a week ago.
After googling those 3, I'm pretty certain gungeon and issac don't use random walks for generating levels, but nuclear throne definitely does. I found some indienova article about throne's level generation, if all goes well it shouldn't take too long to crank something out.
@@TimmyGobbles-pp8pf thank you, yes I’m positive that Nuclear Throne does. I’m entirely new to procedural generation and there’s not too much content for me to go through that I’ve found. I believe I’ve read the article you’re talking about too. I am a CS major (just graduated!) and I found this year I like game development so much more than anything else I’ve been doing. Unfortunately I’m teaching myself because my university didn’t have any programs for game design.
@@TimmyGobbles-pp8pf actually, I believe those others use wave function collapse? the rooms were hand made, and then procedurally generated when loaded if what I’ve read is correct.
I request a link to your itch page lol
Added a link to the video description, it's also on my channel description
Very cool but just with your explanation i wouldnt know how to do it myself. As a tutorial this video is terrible
Sorry about that. I didn't intend for this video to be a tutorial but more of a "look at this thing that's kind of interesting" video. I always put "Tutorial" in the title if I think I've included the necessary steps to follow along. I tried including a brief explanation of my method, but if you wanted to implement it and are having trouble I linked the book I used in the description.