Dungeon Generators are Interesting
February 3, 2006 12:25 am Game Algorithms, My Games, SouthgateDungeon Generators are strange creatures.
I’m discovering, since I haven’t attempted one in several years, that the older a programmer you are and the more strange tools in your belt, the more fun dungeon generators are to write. Back in the day, it seemed like a huge and painful task. Now that modularity is second nature, it’s turning into a joy to write. This is sort of a surprise to me; last time I wrote a Roguelike, the monster system was by far and away the most entertaining, and the level system something of a chore. I kind of wonder whether the new monster system is going to be as much fun.
Anyway, one of the greatest joys of the new way I’m doing things is the distribution method for rooms. It’s a little memory hungry, but on the bright side I can just snap new room types into place, and bang, they’re used appropriately throughout the whole game, according to depth, theme, and several things I’m not yet discussing. I’ve only snapped in a few kinds of room so far, but already I can play around with the probabilities, and I’m getting results I really like. This generator is both much easier to extend and to balance than the old one. It’s going to be quite a bit more entertaining for me, I think.
After that, I think it’s time to put my foot down about how the character system actually works. It’s changed too many times in my head. I need an implementation. I have a really weird idea, though, and if it pans out, you guys are going to give me total horizon stare. (Teh awesumm.)
In the meantime, besides the daily image, I have a neat link which someone handed to me on IRC. It’s weird – half the people who watch it think it’s gross, and the other half think it’s hawt. I find myself in the latter camp.

August 13th, 2006 at 12:35 pm
I too have written dungeon generators i have one for windows ,
i could email it if you like.
I have a few from the net mapmage..and jamis buck
These were unsatsifying to me because of the way the rooms were connected.
ie a room with four doors connected to the same hall one an open arch one a secret door one a locked door one a trapped door.
mine im happy with the room hall connections. and the entry exit.
it takes work to get to the treasure rooms or higher levels.
The population stuff ive done seperatly based on tunnels and trolls or D&D D20 or gamma world. but its based on the players encounters as they progress rather than letting the first level party get a dragon behind the first door they open…by random chance.
pete@demonspawn.net