WIP - Revamping/Upgrading Dungeon Generation


One of the most important aspects of the game is the procedural generation that is used to create the dungeon. As this was made as a 5-day project, there is LOTS left to be desired still, and one of my core areas of focus is to dramatically revamp the Procedural Generation of the game to be both more engaging, dynamic, rewarding, accurate, and (of course) larger in scale to support further gameplay advancements.

That is a tall order, So I have begun remaking the system of generation from the ground up. Above is a video showing how the game registers the addition of rooms in the new system, and where it is able to and fails to place rooms. I’d love to hear other ideas and options on what you think I should focus on with procedural generation or things you’d like to see in the completed game

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This was really interesting, is there any way we could see a version of it working automatically?

(+1)

Of course! Still very much a work in progress, but the automated version of this utilizes the same system. Ideally, though I’d like to start upgrading it with some grammar (a method of PCG) to make the room structures themselves feel a bit more alive. All of that after adding in a handful of room structure templates that and furnishing generation to the rooms as well to make them a bit more lively of course.

All of that is down the pipelines though, as it stands right now, here is the system as it exists now: