Digging Dilemmas

Hello all!

It’s been awhile since my last post, things have been busy! I started a new job at the beginning of the year, so I’ve been really focused on that.

I also participated in a Retro RPG Roundtable discussion on YouTube, link below! We’re working on the details to do a second episode as well.

For my new project, it’s proceeding slowly. One thing I realized was I needed to actually play some Roguelike’s to get a feel for the games and the various versions that are out there. If I just wanted to make a perfect clone of Rogue, that wouldn’t be difficult as the source is freely available. But what I want is something unique and my own, and that’s where the challenge lies. So I’ve downloaded and played Rogue, ADOM, Brouge, and Zorbus, to name a few…

I’m also working on a cave generation map system. It’s very different from the dungeon generator, which plotted corridors first followed by rooms off the corridors with doors. Instead it generates random cavern rooms at first, then plots passages between them. At present I use pre-made bitmaps for cavern layouts, as it’s much faster than trying to generate them on the fly with a random plot system.

Determining which caverns to connect is trickier; I already discovered in my current one that it’s possible for caverns to get connected to each other but not the rest of the map, so I need to work on that. 🙂 My goal is to potentially combine both methods and have a map that has both dungeon and cavern rooms at the same time.

Random Cavern

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