I am currently developing a 3D roguelike game which will take place in a very large world. The world is generated by procedural algorithm supplied by external script in run time. To speed up rendering ...
I have a simple Tile[,] that I populate with Rooms. Now I need to connect the rooms with a single tile wide corridor. At first I used A* to hook up the rooms but that, of course, get's the best path ...
I'm trying to prototype a little 3D dungeon crawler. That is, the same system as any rogue-like : A map with little rooms, linked by hallways. But in 3D. The world is still in blocks, but I can go ...
I am looking to find improvements upon my Roguelike Dungeon generator. I find it is not 'roguelike' enough, with dungeons just looking like a mess more than anything. What would improve my ...
Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers ...
I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could ...