Saturday, 3 December 2011

Cave Mockup

This is the tile system I have worked out for dungeons - 22 including open floor. I am a bit concerned that it might make the level generation algorithms too complicated, but I don't know enough about programming to say for sure. Once I have made a nice themed set with alt wall tiles, furniture, light sources and the whole lot has been rendered with line of sight it should look pretty special.
So...who's up for a little Programming?


  1. In my experience, you should be able to generate the dungeon counting all walls equal, and then go through again and choose the correct character according to how many open/wall spaces there are nearby. A much easier CPU load than having it do both at the same time. Love the look, too!

  2. Thanks for the feedback, I don't intend to do any programming myself (at least not for the time being), but i am glad that these wont be prohibitively difficult to use for anyone who wants to.

    I've been following URR, The topology screenshots you have posted look fantastic, I look forward to seeing it in motion.