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Tag Archives: Algorithm

Furnishing a/the Dungeon

Most traditional roguelikes are pretty barren, especially those of the subterranean variety where a map is composed of rooms empty except for monsters, items, and a small selection of interactive props or obstacles (e.g. altars, plants, pools of some liquid). This reflects, and highlights, the genre’s focus on tactics and strategy. If an object doesn’t […]

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Mapgen: Cellular Automata

Unlike the 7DRL, which only spanned a 10-level “main dungeon,” Cogmind will cover a much greater area. Naturally a larger world needs a greater diversity of regions to explore. Taking place underground, many of the outlying areas tend to be caves, and for that cellular automata are usually the best choice for generation. I say […]

Posted in Design, Dev Series: Procedural Maps | Also tagged , , | 6 Responses

Mapgen: Tunneling Algorithm

Cogmind’s main dungeon maps are excavated by “tunnelers” that dig corridors and rooms, much in the way a dungeon architect would build a home for their master’s minions. An empty map is seeded by one or more tunnelers, and they travel around that map opening up all the areas that will become occupiable space, e.g. […]

Posted in Design, Dev Series: Procedural Maps | Also tagged , , | 8 Responses