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Saturday 3 December 2011

Cave Mockup

This is the tile system I have worked out for dungeons - 22 including open floor. I am a bit concerned that it might make the level generation algorithms too complicated, but I don't know enough about programming to say for sure. Once I have made a nice themed set with alt wall tiles, furniture, light sources and the whole lot has been rendered with line of sight it should look pretty special.
So...who's up for a little Programming?

2 comments:

  1. In my experience, you should be able to generate the dungeon counting all walls equal, and then go through again and choose the correct character according to how many open/wall spaces there are nearby. A much easier CPU load than having it do both at the same time. Love the look, too!

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  2. Thanks for the feedback, I don't intend to do any programming myself (at least not for the time being), but i am glad that these wont be prohibitively difficult to use for anyone who wants to.

    I've been following URR, The topology screenshots you have posted look fantastic, I look forward to seeing it in motion.

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