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I've been working on an algorithm to make more playable dungeons with included puzzles (e.g. locked door/key quests etc.). The math is there to ensure everythi
by catpolice 11y ago
I've been working on an algorithm to make more playable dungeons with included puzzles (e.g. locked door/key quests etc.). The math is there to ensure everything is solvable and relatively interesting (you're guaranteed to run into a puzzle before you find all the elements you need to solve it, for instance) but I got bored when it came time to make an example game to illustrate how it works. I'll pick that back up at some point...
- ashark 11y agoEver play Yoda Stories or Indiana Jones Desktop Adventures? They do something like that, but with self-contained tiles that are randomly arranged, with some variation in e.g. key/item placement.
- draggor 11y agoDo you have the source up somewhere?
- yoklov 11y agoBrogue does this, although none of its puzzles are strictly required to progress, they are guaranteed to be solvable. Highly recommend brogue for anybody even tangentially interested in traditional roguelikes. Most interesting RL game design in years and the game is absolutely gorgeous, despite being glyph-based (no tiles). I'm on mobile or else I'd link.