Sample Levels from placerooms.pl
Table of Contents
Previously:
- Batch One
- Batch Two
- Batch Three, with the
Cavern
room type added.
- Batch Four, with the
Barbell
room type added.
- Batch Five, with
Lakes
added.
- Batch Six:
Triangles
, Quadrilaterals
, and Fuzz
- Batch Seven: Fixing Dead-End Corridors
- Batch Eight: Cutouts and Bug Fixes
- Batch Nine: Traps
- Batch Ten: Lined Barbell Corridors
- Batch Eleven: More Corridors (quadrangles, lollipops)
- Batch Twelve: Reclaiming Negative Space
New Content
- Batch Thirteen: Intersections
- Batch Fourteen: Larger Map Sizes
- Batch Fifteen: Unfilled Maps
- Batch Sixteen: More Unfilled Maps
- Batch Seventeen: Less Regular Diagonal Corridors
- Batch Eighteen: Overlapping Corridors
- Batch Nineteen: Cyclic Corridors
- Batch Twenty: Hexagonal Rooms
It occurred to me that I could generate two rooms and take an
intersection of them (i.e., place floor where either of them has floor), and
the result would be a viable room, provided they are placed so that at least one
walkable tile overlaps when taking the intersection. So I implemented that and
ran a fresh batch of samples.
At some point I got tired of the walls being the same color as the
floor, so I started specifying a different wall color. (In the game, the wall color
would depend on dungeon branch. I chose cyan here because it shows up nicely against
the other colors being used.)
Remember how I said the code tries to treat things as mostly the same?
A room is a room, even when it's being generated only to get subtracted out of another room.
Here are two examples where an intersection got subtracted (from the northeast room on
the next map, and from the west room on the following one):
Hmm, I think quadrangles are a little too common, given how distinctive
they are and how they dominate the whole feel of the level; I believe I will turn
down their freqency/probability in the next batch.