More, more, more.It took a long while (see: all day) but using the drunken walker method I finally got some very nice procedurally generated levels working. The water is a bit clunky and I haven't done tiles yet but the system is there.Now… what to make with it. Ideas? I was thinking of a platforming roguelike, or an exploration game?
Well, it certainly piques my interest.
I'm going to look up whatever this method is before suggesting anything.In layman's terms, you basically have a 'miner' (or 'digger') that randomly goes up, down, left, or right, and 'carves' out a chunk of space when it lands. There's a percentage that another digger will be created from your original (I set mine at around 8%) and copies from copies and so on and so forth.
Oh, interesting. I never quite got random level generation down.
But wouldn't you need to create like dozens of initial diggers to get an area larger than, like, your player times five?Nope, the initial digger usually covers a really wide space, plus any duplicates it makes.
Its like a more cave-like look and feel and similar to spelunky. :o
You should give the diggers a goal destination, randomly placed, far away, some of the diggers should be slightly biased towards that direction, so there is some sort of progression in the level rather than just one cavern like these.
^that would be a cool idea
jealousy overcomes me,
now I must make something with procedural generation :0I'm making some thing with Procedural generation.
U jelly?^yeah, he's not