Open HereticPilgrim opened 11 years ago
Sometimes the cave actually looks quite usable. The other ~50% of the cases, the cave walls are completely hollowed out.
Problem with A* is that is opens most tiles, which are afterwards used to choose a path. This is not the behaviour that we want.
Need to reconstruct the path once the tiles are opened. Or do not open all surrounding tiles but only look for minimum in newly added neighbours.
Maybe add some "diversion nodes" that the algorithm also needs to reach, to make the cave branch away. Could be used for issue #3 .
The generated cave is technically a large room without any walls in the middle. Need to find a way to force algorithm to focus mainly towards tunnel building rather than removing every wall there is.