Post on cyclic dungeon generation

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Joris Dormans

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Jul 5, 2016, 10:02:42 AM7/5/16
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Hey guys,
As an effort to push the greenlight campaign for our upcoming roguelike, I wrote a brief post on Control500 on how cyclic dungeon generation is superior to branching path generation. I am guessing it of interest to this community as well...

http://ctrl500.com/tech/handcrafted-feel-dungeon-generation-unexplored-explores-cyclic-dungeon-generation/

Best,
Joris

Ian Badcoe

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Jul 7, 2016, 8:35:53 AM7/7/16
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Hi Joris,

This is a really great post!  Not least because it overlaps a lot with ideas I've been puzzling over for a long time.

I've not been interest in cycles for their own sake, but I have been concerned with accommodating them as part of general graph-based layout generation...  See my posts over the last year or so in the group history for details if you are interested.

I particularly like the way you build semantic/narrative interpretations on top of the simple geometry e.g. ideas like having a long safe vs. a short dangerous route; long ways out that reveal shortcuts back; or traps, the reverse of that, where there's an easy way into a location, but the way back is much harder.

In terms of general graphs similar ideas can be attached to other constructs.  e.g. a locked door can be reachable at an early stage, but the key is down a branch where an obstacle must be traversed...  so that is putting similar semantic/narrative interpretation onto a simple T-junction (and the interpretation remains if the T-junction becomes a crossroads where the 4th direction is part of some unrelated construct -- as long as you do not accidentally short-cut something that is supposed to be hard.)

Was your figure 3 example 100% automatically generated?  It's not quite clear from the write-up, but as you have a functional game prototype I assume it must be the case?

Great work!

Ian


From: Joris Dormans <jo...@ludomotion.com>
To: procedur...@googlegroups.com
Sent: Tuesday, 5 July 2016, 15:02
Subject: [pcg] Post on cyclic dungeon generation

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Joris Dormans

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Jul 7, 2016, 8:44:18 AM7/7/16
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Hi Ian,

I agree, similar ideas can be applied to different constructions, and obviously the T-join is a good example. I just found those cycles are super effective, and it is trivial to cut a cycle up in such way that it becomes a T-join.

And yes, figure 3 is 100% generated. If you're interested there's couple of more examples to be found at our facebook page and steam page (https://www.facebook.com/UnexploredGame/ and http://steamcommunity.com/sharedfiles/filedetails/?id=656180592)

Best,
Joris
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