Godsoul - Insane Dungeon Crawler.

This game project is now open source!

https://github.com/JohnLamontagne/GSDK

Contribute and enjoy.

Looks simple but not bad. What language are you programming this in?

Looks simple but not bad. What language are you programming this in?

Hi, my name is John, I use C#.

😛

Regarding its simplicity, I’ve been working on this for about 2 days thus far (not very long on each day either), so there’s still a ton of progress to be made.

Give it a month or so and I’ll have something very polished to show you guys. Tonight, there shall be cameras!

Meh, I shoulda guessed but I am tired, give me a break XD.

Anyways best of luck and have fun with the camera(s)!

Nice!! I love Dungeon Style 😄

Meh, I shoulda guessed but I am tired, give me a break XD.

Anyways best of luck and have fun with the camera(s)!

The great thing about the way I designed my original camera system is that I could pop it right out of my previous engine and it worked perfectly!

Right now I just need to actually allow the maps to expand to their full potential. The only problem is that I haven’t really come up with a good maximum size.

Whatever algorithm your using for the dungeon map generator is uninspiring and clunky. I’d love to see you improve it so rooms and corridors are more defined and the dungeon looks more fun to explore.

Whatever algorithm your using for the dungeon map generator is uninspiring and clunky. I’d love to see you improve it so rooms and corridors are more defined and the dungeon looks more fun to explore.

Yeah, it’s definitely something that I’m going to be continuously working on. I think that the maps look much better when they’re allowed to grow outside the bounds of the screen.

If you want an older example of the algorithm working with a very large amount of space, this will well suit the job:

Is the red or the blue part the generated area? Anyhow, it does indeed look quite boring. Too much of large open fields as it seems.

-seal

Is the red or the blue part the generated area? Anyhow, it does indeed look quite boring. Too much of large open fields as it seems.

-seal

The blue.

The thing that you guys are forgetting is that this is literally just walls and floor. There are still many factors that will need to be considered such as lava, ice, floors that break, huge monsters, etc.

Your algorithm is perfect and suitable for landmass. Not so for dungeons.

I actually like his algorithm in the dungeons. This algorithm is great (if) there will be detailing ability added to his gen, top that with monsters. Its potential to be the best map gen if he goes all the way with it.

Honestly the simplicity suits the graphics style. It seems to resemble older games a good bit. 🙂

I might be able to have a video or a test client out for you guys tonight.

The maps certainly have a different feel now that they’re able to grow to their full potential.

Thanks for the critique, guys. I will certainly work on fixing everything that you guys have pointed out.

Edit:

Looks pretty boring.

Nicely put Dr.House. You can clearly see the best in a project, especially one written from scratch, showing originality to branch away.

What I see right now is pretty boring, didn’t say it has no potential becoming something better.

What I see right now is pretty boring, didn’t say it has no potential becoming something better.

Yeah, I think I’m going to go do a bit of research on some actual dungeon algorithms now. I have to admit that I’m not really too happy with the vast empty spaces either.

Off to study!

Donjon’s dungeon generator for D&D games has an incredibly good algorithm and flexibility/customisation. Maybe some of it’s options can inspire you. Here is a map I generated-

Square layout, huge size, scattered and large rooms, errant corridors.

And here is a cavernous one I generated as well to give you some ideas.

http://donjon.bin.sh/fantasy/dungeon/

I agree, I used one of those algorithms for my random dungeon system. (With some modifications.)

@Dr.House - Next time don’t merely state ‘its boring’ without even any reasons nor suggestions of improvement.

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