Jay Miller

blog

  Home  |   Contact  |   Syndication    |   Login
  12 Posts | 0 Stories | 1 Comments | 11 Trackbacks

News

Archives

Post Categories

Image Galleries

Development

August 2005 Entries

I've spent the last couple weeks looking into different dungeon generation methods. The method that I've decided to begin with is one that starts with a maze, then works from there to produce a viable dungeon map. You can find out more about this method from Jamis Buck's Dungeon Generator page and this page that describes maze algorithms. The first screen shot below is of a random 2D, normal, orthogonal, perfect maze (check the links mentioned for definitions). The second screen shot is another random...

Between spending 4 days at church camp with 50+ 4th and 5th graders and catching up with work, I haven't made as much progress on Quest as I had hoped. I did fix a bug that would sometimes let you walk through a solid wall though. Now that I have a character that can move around the map, I've decided to spend some time focusing on the map generation process. As I mentioned previously I was able to quicly hook in Chris Williams' dungeon mapper from HA! I'm going to dig deeper into Chris' implementation...