Procedural Dungeon Generation by Physics Simulation + A* Corridors | Godot Dungeon Crawler Devlog 3

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  • Опубликовано: 11 янв 2025

Комментарии • 6

  • @noskillgames
    @noskillgames 28 дней назад

    This is amazing, i need to rework my dungeon generation to something that gives me some more freedom because sometimes monsters and others dont have space to spawn thus making density very inconsistent. Im just using a random walker, but i may need to switch to a graph system like this.

    • @Lich-6214
      @Lich-6214  27 дней назад

      The graph approach has been a lot of work so far, but that may be because of my particular requirements for it. Definitely worth considering though. You might be able to just get away with some constraints on how you currently generate rooms though, something like either checking for the existence of an area at least X by Y tiles within the room, retrying/continuing to build the room if none exists. Or pre-seeding the room with a patch of tiles before running whatever room generation algorithm you have.

  • @NeatGames
    @NeatGames Месяц назад

    That's some cool generation! I tried doing it once in Unity, could only make a super simple random square room generations hehe

    • @Lich-6214
      @Lich-6214  27 дней назад

      I'm only doing rectangular rooms as well right now. My next major step will be more varied room types, but I need to do a rewrite of how I handle collision detection first.

  • @Smen199
    @Smen199 Месяц назад

    Is it going to be some roguelite?

    • @Lich-6214
      @Lich-6214  Месяц назад

      Possibly. I haven't decided yet on the balance between long-term progression vs per-run, but it's definitely something I'm considering.