Recursive tile map generation algorithm - Post Generation Triggers

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This is a video to show off the newest addition to my recursive tile map generation algorithm. It first shows a complete generation and at the end I go through all of the floors of this layout so that you can see the whole final layout.

Post Generation Triggers are essentially a set of custom Tile Types that can either be added randomly, or as is shown in this video, to some premade room models such as the tiny green "Closet" and the larger yellow "Boss Rooms". As the name advances, these tile types are processed after the first generation process is completed and calls the same algorithms to keep growing corridors, place extra rooms, etc. In this video I only call extra corridor generation which in turn creates more rooms to explore.

This feature allows for boss rooms that have exits leading to further rooms in the level and could eventually lead to an even an ever larger / more important "final boss" room. When paired with hand crafted room templates that contain gameplay relevant items or areas, this feature can be used in many ways to randomly generate some rather complex and interesting levels. Concretely, I will most likely be using this feature to create secret entrances in the green closets using a "secret entrance" tile type which will be activated by pulling down on a torch applied to a fake wall, which toggles a fake drawer to open the way to this secret passage.

These could most likely keep creating more post generation triggers and end up make maps take up the entire space available before stopping so for now they are therefore only applied during the initial generation process. I'll probably tweak this in some way in the future, perhaps by restricting the amount of triggers added based on how "deep" the algorithm is getting in recursion.

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Finally! Planning software for my Rimworld colony!

mookiemorjax
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