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Programming / Re: Map generation woes
« on: November 08, 2012, 04:36:12 AM »
I'm new here so maybe I don't know what I'm talking about, but:
I'm not sure exactly what you think is wrong with your map. You said to ignore the "wrongly overlapping" corridors. Are you talking about the walls that break connectivity?
Also, I don't know what your various tile types actually are, so my interpretation is just based on assumptions. It could be that light blue areas in your system are closed walls and dark areas are open floors. I doubt it, but since we don't know your system we can't technically know what each color means. (I'm guessing light blue is open though)
As for loops and gameplay, it's really an arbitrary design decision. It would probably be more helpful if you stated what kind of features you want more specifically.
Do you want a way to generate more loops? Do you want a way to fix the connectivity? I really just don't quite understand what is being asked.
In any case though, the map looks pretty cool to me, connectivity and other visual artifacts aside. It's got a pretty interesting structure to it.
I wouldn't say that there's "too many rooms". In fact, what that even means really depends totally on what kind of game you want to design.
I'm not sure exactly what you think is wrong with your map. You said to ignore the "wrongly overlapping" corridors. Are you talking about the walls that break connectivity?
Also, I don't know what your various tile types actually are, so my interpretation is just based on assumptions. It could be that light blue areas in your system are closed walls and dark areas are open floors. I doubt it, but since we don't know your system we can't technically know what each color means. (I'm guessing light blue is open though)
As for loops and gameplay, it's really an arbitrary design decision. It would probably be more helpful if you stated what kind of features you want more specifically.
Do you want a way to generate more loops? Do you want a way to fix the connectivity? I really just don't quite understand what is being asked.
In any case though, the map looks pretty cool to me, connectivity and other visual artifacts aside. It's got a pretty interesting structure to it.
I wouldn't say that there's "too many rooms". In fact, what that even means really depends totally on what kind of game you want to design.