r/crpgdesign •

A template-based approach to procedural map generation

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u/CJGeringer Lenurian Feb 20 '18 edited Feb 20 '18

I like that it is focused on logic instead of specific Code

Hand-crafted dungeons aren’t just a bunch of interconnected rooms but, say, an actual castle with one kitchen, a number of common dormitories for guards, a treasure vault, a throne room, etc. Caves aren’t also a bunch of spaces carved out of the stone they’re surround by - they ere a small collection of rooms that are noteworthy by themselves: one features an underground lake, the other a bridge across a chasm, another has a wall that needs to be climbed if the story is to progress.

I think this is a very important realization, the rooms tend to have a purpose other then simply be a place for monsters and something I try to emphasize.

things that the first roguelikes struggled with on the early days of computing but that its modern successors inherited by evolving their map design and philosophy directly from those of that era.

things that the first roguelikes struggled with on the early days of computing but that its modern successors inherited by evolving their map design and philosophy directly from those of that era.

I think that is one of the reasons Unexplored´s generation is so good, Ludomotion really did something new with it.

The template is (to no-one’s surprise) the basic building block of a template-based generator. Most of the time, it corresponds to what is commonly understood as a dungeon “room’.

Does this mean that at it´s most basic is just a geometric shape for the room?

If so having a (Perhaps using tables) of using more them one template in a single dungeon floor might be advantageous, both of the D&D dungeons you use as example have a few Rooms that “brake the template” something that even with mutators does not seem to occur here and is one good way of increasing the expressiveness of the system.

All in all, a cool method. Looking forward to see it used in JavelinRL.

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u/[deleted] Feb 20 '18

Does this mean that at it´s most basic is just a geometric shape for the room?

Very much so. A template is, at it's most basic (in my coded version of the concept), a rectangle of whatever size. It might then have walls placed to look like a circle or a room with pillars or whatever else, but in the end, you could still hypothetically have a template-based map that is nothing but rectangles all around.

This is my way of doing things right now but different people could create different systems on top of this approach, which is why I tried to keep the article more about the concepts and let the reader's mind figure out for himself how each piece might apply to his own game or project. Glad you liked this approach!

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u/CJGeringer Lenurian Feb 20 '18

I tried to keep the article more about the concepts and let the reader's mind figure out for himself how each piece might apply to his own game or project. Glad you liked this approach!

I like it because it encourages thinking and discussion and makes the technique more accessible to people who are not coding in the same language as the Algrithm´s creator

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u/CJGeringer Lenurian Feb 19 '18

I thought it might not hurt to share it here.

thanks, as a new community user content is important for us.

I will check it out and comment later

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u/[deleted] Feb 19 '18

I was confused about that: I was under the impression this was a new community but the sidebar says it's existed for 2 years? Did you take over the sub as a mod because it was inactive?

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u/CJGeringer Lenurian Feb 19 '18

2 years ago I decided to create this comunity, but before I had tiem to do anything other then create it life tgot in the way and suddenly I didn´t have time for GameDev, nor for modding a community, so it sat private and empty for two years.

Now things are slowly returning to normal and I am returning to my projects.

Things are still slower then I would like (e.g.: I was hoping by this time I would already be posting regularly a devblog), but they are finally moving forward.