Hacker News new | ask | show | jobs
by adamc 1623 days ago
The problem with most of these generators is that you end up with insane looking dungeons. I wonder whether a different approach which took into account the kind of dungeon it was supposed to be, and what features should be located in it, could lead to better results.
1 comments

I think the usual method is to do a few things:

1. Different generators for different "environments" -- e.g. cellular automata for more open areas / caves, BSP for rooms, etc

2. Smash them together to create the map, with the different algorithms for different sections (or even applied on top of each other)

3. Add "templates" to have some more intelligently designed areas -- rooms designed by hand, possibly multiple variants for the same location. Use this for special rooms, boss areas, etc. DCSS has tons of these, both for important areas, treasure trove gimmick things and also just for flavor.

4. Change algorithm/template choices per topical area, to make them more distinct. DCSS uses different strategies per branch, giving them each a very distinct feel