• Programming advice needed.

    From chad_alberts@chad_alberts@yahoo.com (Chad Alberts) to comp.sys.cbm on Wednesday, July 09, 2003 00:09:05
    From Newsgroup: comp.sys.cbm

    I am working on a dungeon exploration type game and need some help
    with a random level/map generator. Each level will fit in a 40x25
    character screen and will consist of various sized square rooms that
    are connected by hallways or even other rooms. I would like at least
    some long twisting hallways that can also maybe vary in width.
    Hopefully the generated level will be something interesting but also
    natural looking.

    How would a program go about spacing out the rooms on the screen and
    making sure there are connections for every door and also creating
    interesting and elaborate pathways to explore in the dungeon?

    Thanks for your time....hope someone can help with some insight on how
    to program this.

    Chad
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  • From Agemixer@agespam@NOSPAM.japo.fi to comp.sys.cbm on Wednesday, July 09, 2003 12:14:18
    From Newsgroup: comp.sys.cbm


    On 9 Jul 2003, Chad Alberts wrote:

    I am working on a dungeon exploration type game and need some help
    with a random level/map generator. Each level will fit in a 40x25
    character screen and will consist of various sized square rooms that
    are connected by hallways or even other rooms. I would like at least
    some long twisting hallways that can also maybe vary in width.
    Hopefully the generated level will be something interesting but also
    natural looking.

    How would a program go about spacing out the rooms on the screen and
    making sure there are connections for every door and also creating interesting and elaborate pathways to explore in the dungeon?

    Thanks for your time....hope someone can help with some insight on how
    to program this.

    Chad

    You have numerous of ways to accomplish the spacing... You can start
    thinking making it a big hall, adding partition walls each direction you
    need, with widths between 3 to 20 'meters' for example, then place a door 'hole' to the walls testing that there is no wall or empty space against
    the door place. In your game engine, you may want to number your rooms and their doorways to each room you want. The number can be then used for
    initial luggage, room colors, ground textures etc. whatever you have in mind...

    Also think about constructing the rooms of certain sized 'aircubes' (or
    a grid) and connect them like 'Tetris' game blocks. This way all room
    has enough space.

    Another way you may want to create certain sized rooms (without doors yet)
    and try all possibilities out or find a combination they fit both tight
    and wide areas (long corridors etc)

    You could also try creating a mathematical algorithm to find the
    combination for 'different weight' rooms and connecting the doors some
    simple way, later you rotate them to fit the screen.

    Yet another way is to place the room without caring the place in the
    screen, and puzzle the room appearance by overlapping. With just
    numbering the rooms behind each door, just replacing the room doors to
    fit the screen, highlighting only the most recent visits, the playarea
    could look infinite... :)

    --
    Agemixer/Skalaria - "First run, then load."

    email: agespam@japo.fi pass: "C64 mailinki" to the Subject: line
    Spam filter is on

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  • From Charles Richmond@richmond@ev1.net to comp.sys.cbm on Friday, July 11, 2003 23:17:35
    From Newsgroup: comp.sys.cbm

    Chad Alberts wrote:

    [snip...] [snip...] [snip...]

    By the way, are there any articles in the 8-bit computer magazines
    that deal with maze and dungeon generation?

    Check out the following web sites on maze generation:

    http://www.ai.mit.edu/people/shivers/mazes.html http://www.mazeworks.com/mazegen/mazetut/ http://www.siteexperts.com/tips/functions/ts20/page3.asp http://www.astrolog.org/labyrnth/algrithm.htm

    --
    +----------------------------------------------------------------+
    | Charles and Francis Richmond richmond at plano dot net | +----------------------------------------------------------------+
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  • From jimbo@jimbo@radiks.net (Jim Lawless) to comp.sys.cbm on Saturday, July 12, 2003 00:14:45
    From Newsgroup: comp.sys.cbm

    On 11 Jul 2003 09:19:00 -0700, chad_alberts@yahoo.com (Chad Alberts)
    wrote:

    Agemixer <agespam@NOSPAM.japo.fi> wrote in message news:<Pine.LNX.4.44.0307091128060.30765-100000@aapo.japo.fi>...

    By the way, are there any articles in the 8-bit computer magazines
    that deal with maze and dungeon generation?

    There was an article in one of Compute!'s nth Book of Commodore 64
    Series that had a maze-generator ( which means it likely appeared as
    an article first in either Compute! or Compute!'s Gazette. )

    I think it might have been in Compute!'s Second Book of Commodore 64.

    The maze appeared in text-mode ... not graphics mode.

    Jim Lawless
    jimbo@radiks.net
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  • From Sam Gillett@samgillett@msn.com to comp.sys.cbm on Saturday, July 12, 2003 03:26:01
    From Newsgroup: comp.sys.cbm


    Jim Lawless wrote ...

    There was an article in one of Compute!'s nth Book of Commodore 64
    Series that had a maze-generator ( which means it likely appeared as
    an article first in either Compute! or Compute!'s Gazette. )

    I think it might have been in Compute!'s Second Book of Commodore 64.

    The maze appeared in text-mode ... not graphics mode.

    I think there may also have been an article on maze generation by Cleve Blakemore in an issue of Ahoy! magazine. Have no idea which one though.
    Can't remember their names, but Mr. Blakemore did do some 3D maze games for Ahoy!

    Best regards,

    Sam Gillett aka Mars Probe @ Starship Intrepid 1-972-221-4088
    Last 8-bit BBS in the Dallas area. Commodore lives!





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