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Thread: [show]cellular automata dungeon generation

  1. #1
    Senior Member walnoot's Avatar
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    [show]cellular automata dungeon generation

    Look!
    I made a dungeon-generator for a roguelike I might eventually will make some day.

    http://img152.imageshack.us/my.php?image=mapgen2oa7.swf

    Needs a bit tweaking maybe, and definately there needs to be some other rules to throw away bad dungeons, but I think it's nice overall and show it.

    Takes a little while to calculate, so be patient. Refresh page to get a new dungeon.

    Wouter

  2. #2
    FK founder & general loiterer Flashkit's Avatar
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    nice
    Regards Mark Fennell - Flash Kit Founder, general loiterer
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  3. #3
    Pumpkin Carving 2008 ImprisonedPride's Avatar
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    ----ing kill me. You just put 3 months of work to shame...
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  4. #4
    Senior Member rachil0's Avatar
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    What I've always liked about random procedurally generated levels is that they are completely reproducible if you reuse the same PRNG, and same seed. So in a way you get this super efficient (but-weird) compression scheme, where an entire map is compressed into a single number (plus however much space it takes to zap the generating algorithm to the end user - which is negligible compared to storing the map data itself).

    So you can make all this content for your game very cheaply, as a designer you sift through lots of seed values to find a good assortment of maps. Then zap those seeds to the clients, and voila, everyone has a generated world, and every client (in a multiplayer setting) still agrees what the map data is.

  5. #5
    Style Through Simplicity alillm's Avatar
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    Nice work mate .

    I hope to see the game sometime soon .

    Ali

  6. #6
    ism BlinkOk's Avatar
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    very nice work mate. levels are a pain in the arse and ANYTHING that makes level creation easier is awesome in my book.
    Graphics Attract, Motion Engages, Gameplay Addicts
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  7. #7
    M.D. mr_malee's Avatar
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    yah, good stuff
    lather yourself up with soap - soap arcade

  8. #8
    Senior Member walnoot's Avatar
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    Here's the explanation on the algorithm btw :
    http://roguebasin.roguelikedevelopme...ve-Like_Levels

    After that I use function that checks which squares are connected (same game-style), which requires the most cpu.

    Now I need to throw away dungeons that consist of too less whitespace.

    I like the idea of pseudo-random generation in a roguelike actually, it could possibly make competition between players.

    Thanks for replying everyone.

  9. #9
    SaphuA SaphuA's Avatar
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    Interesting

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