Right now there is only the basic placeholder map I made in one night. A real roguelike has randomly generated levels with interconnected rooms of different sizes and purposes. The goal of this issue is to create a level generator that assembles one level out of a variety of different possible rooms. (The rooms don't need to have anything in them yet.) We don't have a finished tileset for the first area yet, so the placeholder one is fine.
I've created a basic prototype scene for level generation (check the levelgen branch). Here's what's still left to do:
[x] Refactor & document preexisting code
[ ] Change neighboring room generation from a grid-based approach to one based on the positioning and shape of already generated rooms.
[ ] Ensure that rooms cannot overlap each other.
[ ] Allow for rooms of different sizes.
[ ] Allow for rooms of different shapes.
[ ] Use a random generation technique that can be easier to control and modify.
[ ] Add ability to create requirements for specific level generation (Ex. guaranteeing that exactly 1 instance of a specific room variant is generated)
Right now there is only the basic placeholder map I made in one night. A real roguelike has randomly generated levels with interconnected rooms of different sizes and purposes. The goal of this issue is to create a level generator that assembles one level out of a variety of different possible rooms. (The rooms don't need to have anything in them yet.) We don't have a finished tileset for the first area yet, so the placeholder one is fine.