Monday, December 19, 2022

Procedurally Generated Dungeons and Geomorphs

 No secret that I enjoy dungeon geomorphs and randomly generated or as the cool folks say "procedurally generated" dungeons.  I've been messing about a lot lately with programming my own generation tools and having a lot of fun with different methods.  I'm getting decent results combining a 40 or so year old method of generating a text-based maze and converting it to more graphical output.   Here's a sample, this  one scaled out so you so you can see the whole thing.  If you zoom in you'll see little colored spots those are location markers for the most likely spots for doors, monsters, and treasures.     


Still wondering about an explicit stocking method and how to convert it to proper tabletop play.

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