Procedural Generation!


Procedural generation exists now! For now it's a bunch of rectangular rooms and there are a few edge cases I need to fix, but that will be fixed soon™. This should, in theory, give more variation in levels and pave the way for generating more complex levels.

My approach with this has been to make sure rooms don't overlap but not worry much about hallways at all, since if hallways pass through a room they shouldn't or intersect in ways they shouldn't, it'll just look like they're meant to connect. The one issue this poses is two walls needing to occur on the same tile, which I still need to fix...

Anyway, enjoy!

P.S. I updated the wall textures too!

Files

caving corp proc gen update.zip Play in browser
27 days ago

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