#Procedurally generated ARPG

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velvet kernel
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Pretty happy with the results. I chose to use a set of pre-made tiles for the implementation (which I will later fill with PCG) using A* to path between rooms. I have a couple ideas for how to reduce the jagged paths but not a big priority right now.

Going for a dark/horror aesthetic where you can never tell what's around the next corner.

small lily
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Yeah I am trying to reduce the jagged paths right now in my generator using the A** algorithm, I recommend calculating the diagonals for the A* algorithm (i.e. coordinates (1,1), (-1,-1)) then simply spawning/marking a diagonal floor/wall mesh when the diagonal neighbor is chosen.

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You can also just write an algorithm that checks if floors are diagonal to each other and do it that way which is what I did, but it isn't as fast as the other method.

velvet kernel
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Procedurally generated ARPG