Tinkering with procedural generation with a roguelike in mind.
Current focus is on map generation combining a number of common and not so common roguelike methods to generate circular, "tower like" maps:
- First generates a number of rooms in a radius around a point and checks for intersections
- When room count is satisfied, populate map with "Cell" objects, adding a buffer around the map
- Mark each Cell in a larger radius around the rooms as carveable
- Generate a maze (or mazes) inside that carveable space, ignoring the rooms
- Ensure each room is connected to every maze it touches
TODO:
- More robust camera
- Reimpliment the player and other creatures.
- Pathfinding AI (partially implimented)
- Impliment DM system to coordinate creature movement, combat, loot, etc.
