ndouglas / azymus

An experimental roguelike, written in Rust.
The Unlicense
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Refactor dungeon generation. #46

Open ndouglas opened 5 years ago

ndouglas commented 5 years ago

Currently, I have three "algorithms" for creating a dungeon: "simple", which is a slightly modified version of the code from the tutorial, "empty", which just creates an absolutely minimal map, and "random", which ostensibly chooses a random generator (but just points to the "simple" generator right now.

The game is currently based around the "simple" generator, which causes some problems (e.g. #17).

Ultimately, I would like:

So, basically, I need to generate the map before populating it, then populate it from the bottom up and run a few turns before setting the player loose.

ndouglas commented 5 years ago

One possibility is to dump a bunch of critters in and have them evolve over a bunch of generations. Is that way too front-heavy? Too much startup delay? IDK. I do think it means I'd have to generate dungeons that are far more than 80x25, 80x50, or even 160x100 to be interesting... but I've had that thought anyway. Maybe I need to generate systems of interconnected maps. Definitely not Dwarf Fortress levels of crazy, but something larger than a single map at a time.