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Dungeon generation for roguelike

Name: Anonymous 2019-06-12 13:08

Thinking about filling the map with a random number per tile and then using markov for generating the structures. Any thought? What does nikita think?

Name: Anonymous 2019-06-12 13:20

This probably won't make an interesting map.
There is a lot of research on the topic and many interesting things to read.

But maybe a simple algorithm is good for the beginning so you don't spend too much time too early on.
You can refine it later.

Name: Anonymous 2019-06-12 13:28

how would you apply Markov to 2D space?

Name: Anonymous 2019-06-12 14:15

Just have a set of 50 or so pregenerated dungeons. It's basically the same for a single user.

Name: Anonymous 2019-06-12 14:25

>>4
I think dead cells does something like this.
I've only played it a bit but I thought there were chunks of the level which I've seen before.
Maybe they had dungeons and then cut and reassembled them.

Name: Anonymous 2019-06-12 15:25

>>3
Here is how:
https://github.com/saniv/markov_sort

with a simple extension you can turn markov chains into a neural networks equivalent.

Name: Anonymous 2019-06-12 20:00

>>6
Haxs my anus, Nikita.

Name: Anonymous 2019-06-14 9:12

Name: Anonymous 2019-06-14 13:09

>>6
Sign in to GitHub
No thank you!

Name: Anonymous 2019-06-14 23:11

>>9
While >>6 is an idiot for not decentralizing his post, you are also one not knowing about the bugmenot & login shared databases.

Don't change these.
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