Experiments with procedural generation


Before release I started playing around with procedural generation by gluing pre-defined rooms together a while back and had some okay successes. The main issue was that I was editing the pre-defined rooms by hand as text which involved painstakingly editing a square of -1s to add walls and enemies and stuff. It was a nightmare so I abandoned it.

It turns out that Tiled can export to a format that Godot can easily consume and it took me all of 15 minutes to bash together a few rooms in Tiled and get them importing in to the game!

Obviously the gif above is pretty early days, I ripped out a bunch of checks to prevent corridors to nowhere and to try and make the maps less grid-like in order to get it working but it looks like procedural generation’s back on the menu now!

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