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Different map types #244

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jukkae opened this issue Jan 15, 2019 · 3 comments
Open

Different map types #244

jukkae opened this issue Jan 15, 2019 · 3 comments

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@jukkae
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jukkae commented Jan 15, 2019

A couple levels of cellars would be cool. Probably some sort of CA cave digging would work.

@jukkae
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jukkae commented Feb 13, 2019

Mapgen ideas:

  • BreakRooms() could, at a random chance, tag the room as a special room, in which case recursion is broken
  • The room type tags are passed back to generateMap()
  • If the special room type is, say, Pillars, then pillars are created
  • If the special room type is Armory, then (and only then) weapons etc are added in Actor spawning step
  • The tags, as well as room boundaries can be stored in the map itself, because then building e.g. patrolling AIs is much more simple
  • Room type CommandCenter can be surrounded by room types Perimeter. In Perimeter areas, you need to have correct credentials to walk around, but in CC nobody bothers asking, because that was supposed to be taken care of in Perimeter.

@jukkae
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jukkae commented Feb 13, 2019

@jukkae
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jukkae commented Feb 13, 2019

  • Break rooms (but don't open walls)
  • Mark starting room (if stairs already exist, then based on that)
  • Generate a spanning tree (or some such graph) over the rooms
  • Generate a couple of loops between rooms
  • Generate, maybe, a couple of extra edges between nodes over long walls
  • Generate, maybe, a couple of hidden doors
  • Mark upstairs room far from starting room
  • Mark other goal rooms far from starting room
  • Mark other faction rooms around goal rooms
  • Leave neutral rooms around starting room
  • Pass this information to building walls and breaking doors stage
  • Build walls
  • Break doors based on connectivity information, leaving information that this is a doorway
  • Fill possible room decor
  • Fill (some) of the holes with doors, maybe based on room types – can be locked or not
  • Fill NPCs and items based on room types
  • Put player in starting room

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