Part 4 of the Roguelike Tutorial focuses on actually completing a game - from start to finish. Chapter 44 introduces the Design Document - in which we outline our goals.
Doors and Corners, that's where they get you. Seriously, doors are a staple of the roguelike and dungeon bashing genres. This chapter will help you place doors, make them openable, and ensure that line-of-sight and movement blocking are enforced correctly for closed doors - and not for open ones.
Doors and Corners, that's where they get you. Seriously, doors are a staple of the roguelike and dungeon bashing genres. This chapter will help you place doors, make them openable, and ensure that line-of-sight and movement blocking are enforced correctly for closed doors - and not for open ones.
This chapter focuses on building better hallways, and allowing entities to spawn inside them. Nearest neighbor, straight-line, and hallway spawning are all covered.
The latest chapter in my roguelike tutorial is now live: fun with layers. In previous chapters, we've built a system for applying layered procedural generation, through the builder pattern. This chapter applies these techniques, adds a few new ones, and brings the total number of builder combinations we can apply with what we have to over 2,000!
Chapter 36 of the Roguelike Tutorial is live! It focuses on refactoring our map work thus far into a generic builder-based idiom, making it easy to extend map building with more layers in the future.
You might want to hand-craft certain rooms or features, and have the game sometimes include them in your randomly generated levels. This chapter will help you do just that. It also builds upon the concept of meta-builders - that is builders that take the output of other builders, and improve upon the map.
Sometimes, you want to add some hand-crafted content into the mix of your level. You might want to use a whole level as a set-piece, and carefully place everything. You might want to include a cool structure on a map. This chapter walks you through designing prefabs, and teaches you to place them as either whole maps or into existing maps.
You've probably seen Waveform Collapse (WFC), if you follow gamedev media. It exploded onto the scene, and started being used in everything from Caves of Qud to AAA titles. It's a complicated algorithm that takes one source image and makes something similar (but not the same). This chapter walks you through the algorithm, and modifies it to better fit the Roguelike genre - adjacency is influenced by tile connectivity to encourage useful maps, and it takes a map as a source - so it can make your existing map creation algorithms more interesting.
This chapter uses Voronoi diagrams to generate hive maps - not at all unlike the inside of an ants nest or bee hive. It discusses the use of different distance heuristics to adjust the shape of your result.
The DLA chapter introduced enforced symmetry and brush size for map generation, and this chapter takes it one step further - using it for other algorithms. Drunkard's Walk in particular can benefit from this system.