Dungeon Generation: Introducing regions!
Saturday, June 21st, 2008For a couple of different reasons, it became a really good idea to break dungeons apart into regions. So I did.
Building a Bigger Dungeon
The first of those reasons is efficiency. By breaking the dungeon apart into regions, and placing rooms via those regions rather than seeking a great spot in the entire dungeon, it becomes a much more streamlined process. Not pictured here (unfortunately), I've successfully generated dungeons roughly 6 times larger than are supported with the build here on the site. Unfortunately, the process is still really unstable for large dungeon sizes. I've got a couple ideas for ways to fix that, but they're all massive pains, and I've decided to push them back for now as honestly, do I even need dungeons that big... ever? I see little advantage to it, honestly.
On to some better news, however...
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