tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Battle maps #109

Open tukkek opened 7 years ago

tukkek commented 7 years ago

The first file here seems to have some interesting generators that could be useful if adapted as Dungeon maps https://kusigrosz.jimdo.com/roguelike-related/

tukkek commented 6 years ago

A Ruins type of map could be a simple generator that creates horizontal and vertical lines on top of a pre-existing map. The size and density of these walls could allow for different types of ruins - like sparse ones in the desert (eroded by time), medium ones in grasslands and dense ones underground.

Zireael07 commented 6 years ago

The site from OP is down, only accessible via Wayback Machine - I hope you saved the scripts, as I've noticed the machine is bad at serving files...

tukkek commented 6 years ago

You are right, @Zireael07 - I found a cached version of it but unfortunately it doesn't hold the ZIP file https://web.archive.org/web/20160516005628/http://kusigrosz.jimdo.com/roguelike-related

There's probably some similar snippets on RogueBasin http://www.roguebasin.com/index.php?title=Articles#Map

tukkek commented 6 years ago

This one is an interesting, natural-looking dungeon map http://arcade.academy/examples/procedural_caves_cellular.html

tukkek commented 3 years ago

This multi-reddit is also a good source of inspiration.

tukkek commented 3 years ago

Chasm map for Mountain terrain. References:

Should be easy enough to have the chasm as black tiles.

The challenge here is to have the chasm as the main tactical feature of the map but still have enough access to all parts of the terrain without flying or ranged attacks - and at the same time not have those access be major chokepoints for the AI. Wide bridges are the obvious initial approach here but they have to balanced in a way that they don't invalidate the chasm itself - probably better to have narrower and more bridges.

To unify the two styles referenced above, an approach would be to have Faults - a single fault would be something like the first image with just a chasm in the middle. More Faults would spread off of the initial one, generating a chasm more like the second image.