Dungeon Generation Part 4: Clearing space for the rooms
Here we are, we now have spaces where the rooms are going to go: my initial attempts at creating rooms did not go so well, so I had to backtrack and refactor the code, in order to get this to work.
Its actually a fairly simple computation: work out the length of the corridor, scale it, and re-adjust the co-ordinates of each end. This requires some book keeping in terms of data structures: knowing which end terminates at which room, so that you don't accidentally srhink the worong end.
General rambling about game development and design by an allegedly professional games developer. Musings on the evil of Microsoft, and the nugartory epiphenonemon that is Open Source. Pickings at Python, complaints about C, lashings of Lisp.

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