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ProcDungeon

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:

  1. First generates a number of rooms in a radius around a point and checks for intersections
  2. When room count is satisfied, populate map with "Cell" objects, adding a buffer around the map
  3. Mark each Cell in a larger radius around the rooms as carveable
  4. Generate a maze (or mazes) inside that carveable space, ignoring the rooms
  5. 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.

Example Map:

Alt text

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Tinkering with procedural generation with a roguelike in mind.

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