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Mind F*

Posted: Sun Aug 18, 2019 10:41 pm
by Silverware
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This is a square room, want to know more?

qRogue v0.0.9

Re: Mind F*

Posted: Sun Aug 18, 2019 10:47 pm
by Silverware
Image
Image
This is the same map, one step apart, want to know more?

qRogue v0.0.9

Re: Mind F*

Posted: Mon Aug 19, 2019 9:52 am
by F4wk35
Welcome to the new sub-type of dungeon crawlers!
DragonCrawlers!
"You've been eaten by a dragon!"

Re: Mind F*

Posted: Mon Aug 19, 2019 10:20 am
by Talvieno
Fantastic :D Especially impressed with the box on the left. That's pretty trippy. Not what I was expecting at all, but I like it. :D

Re: Mind F*

Posted: Mon Aug 19, 2019 3:42 pm
by Silverware
F4wk35 wrote:
Mon Aug 19, 2019 9:52 am
Welcome to the new sub-type of dungeon crawlers!
DragonCrawlers!
"You've been eaten by a dragon!"
Crap, I could literally have you crawl through the digestive system of a dragon couldn't I?

Re: Mind F*

Posted: Mon Aug 19, 2019 8:04 pm
by zircher
OH! You could have periodic acidic sludge waves that you have to out-run or dodge as 'things' pass through the digestive system. Sometimes they'll drop stuff that is indigestible like glass bottles, a glass eye, magic trinkets, or a bard. :-)

Re: Mind F*

Posted: Thu Sep 12, 2019 6:35 am
by MarinoG
Just looking at these maps makes me anxious. Did you beat this game? haha

Re: Mind F*

Posted: Wed Oct 09, 2019 8:15 am
by Cornflakes_91
MarinoG wrote:
Thu Sep 12, 2019 6:35 am
Just looking at these maps makes me anxious. Did you beat this game? haha
Depends on how you define "beat", silver has to beat his laziness to actually make something worth being called a game there :V

Re: Mind F*

Posted: Wed Oct 09, 2019 2:55 pm
by Silverware
Cornflakes_91 wrote:
Wed Oct 09, 2019 8:15 am
MarinoG wrote:
Thu Sep 12, 2019 6:35 am
Just looking at these maps makes me anxious. Did you beat this game? haha
Depends on how you define "beat", silver has to beat his laziness to actually make something worth being called a game there :V
This is the case, I've kinda gotten stuck on what I want to do with it, and started playing with Goatbot again.
I'll eventually return to this idea, it's too cool to not use. But by DOG is it hard to think around how map generators would have to work.

Re: Mind F*

Posted: Thu Oct 10, 2019 2:22 am
by 0111narwhalz
Silverware wrote:
Wed Oct 09, 2019 2:55 pm
But by DOG is it hard to think around how map generators would have to work.
Mixed Euclidean and graphs, with the proportion describing something about the area. For instance, if you wanted the world to mostly be chaotic and shattered with islands of sanity, the "natural" sections would be heavily graphwise and decidedly non-Euclidean, while the "artificial" sections would be Euclidean rooms connected by corridors of varying degrees of topological coherence. Or if you wanted the world to mostly be flat but with pockets of corruption, the wider world would be Euclidean but devolve into graph space garbage near the epicenter of some kind of Event, with isolated blips scattered about like spatial shrapnel wounds.
You could achieve this by using conventional terrain generation for the most part, or "tile-like" generation for rooms, and then inserting too much of it or excising some. Or you could do it by working on a non-Euclidean surface: generate the world on a sphere or in hyperbolic space, where the angles are too much or too little, and then cover it in an evenly-spaced mesh (possibly using circle packing or Voronoi or something?) to convert it into renderable graph space. Another option is to mostly work on an Euclidean surface, but then place anomalies onto it.
I suspect taking full advantage of graph space may be exclusive with an infinite stateless procedural map generator, though.

Re: Mind F*

Posted: Thu Oct 10, 2019 2:32 pm
by Silverware
I was thinking that I'd stick to something like a Node based "overworld"
The pathways between nodes would become fixed by their existence, and this is where I'd put my primary infinity generator.

Each node then is a "room" or a "level" and could pull from any number of generators, this'd allow for things like Locked Doors leading to further areas, while keeping the key for that door on the correct side of them.

It would also let me play up a bunch of aspects.
A central staircase as a node, where you go around and around a single 5x5 box edge, and it has dozens or hundreds of exists to other areas.
A hall of insanity node, where every cell of a long corridor connects to it's neighbors entirely randomly, sometimes rotating the player around too.