Author Topic: Top Down Interior Generator C# Source code  (Read 7296 times)

getter77

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Top Down Interior Generator C# Source code
« on: July 15, 2011, 11:52:26 AM »
http://christophermpark.blogspot.com/2011/07/old-avww-top-down-interior-generator.html
http://christophermpark.blogspot.com/2011/05/avww-interior-generator-technical.html

Quote
What's new in this version, since the blog post linked above?  Well, the cleanup processes have grown and grown, so there's something like 60 unique cleanup steps now.  It also builds even more varied interiors between the various interior styles, too.  I also started using chasms for the "remainders" where a wall wouldn't fit but I wanted to have something blocked off -- that worked out really well.

I'm sure there are still some little glitches here and there where something gets placed in a way that violates perspective, etc.  I had fixed most of those, but when we made the switch to a side-view this particular style of interior generation got tabled and so that was basically the end of this program for Arcen.

However, if you're making procedural interiors for a game that is top down, especially if it's tile-based with a faux perspective -- like so many pixelart games are -- then I welcome you to use this!  We'd appreciate credit if you feel like it, or at least a heads up that you're using it just for our own curiosity, but you're not legally obligated and it's not a huge deal to us either way.  Consider this released under the MIT license, and if you find it useful I'm glad.  Enjoy!

Courtesy of Chris Park, the founder of Arcen Games.

I would strongly suppose such a thing to be useful to some around here, as I know there are various C# flavored projects kicking around...
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Ari Rahikkala

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Re: Top Down Interior Generator C# Source code
« Reply #1 on: August 22, 2011, 10:12:54 AM »
Very cool, and I agree with the author big time on that there's no point in trying to emulate "realistic" designs when realistic designs consist of simple and straight hallways that easily take you where you want to go. And on that it's surprisingly difficult to find any sources on generating interesting roguelike levels when you want to cover the level in playable space (i.e. like aboveground construction usually) rather than construct dungeons.

I've been working on level generation myself. Slowly. Very slowly. There's all sorts of fun stuff I've played with that rarely seems to get used though. In many parts of my map generator I represent the level as a graph where the nodes are rooms, and where there is an edge between any pair of rooms that can be connected (the entire level is covered in rooms, so rooms that share at least one wall tile that's not a corner of one of them are connectable). This makes it really easy to play with the connection structure: You can make compounds with lots of internal doors but only a few external ones, you can ensure the level is connected by taking a spanning tree (or even a minimum spanning tree, allowing you to play with edge weights for control). Hell, I'll probably be able to export that graph from map generation and use it to speed up pathfinding too.

deepshock

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Re: Top Down Interior Generator C# Source code
« Reply #2 on: August 31, 2011, 11:42:28 AM »
This is seventeen different kinds of useful. Mr. Park really knocked it out of his namesake here.
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

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