June 2021
Beginner
344 pages
8h 9m
English
It’s the hero’s twentieth descent into yet another dungeon in search of the mythical Amulet of Yala—not surprisingly, both you and the hero are bored. Despairingly, the hero cries out, “Surely, not every dungeon is a bunch of rectangular rooms with dog-leg corridors?”
So far, your dungeons have all used the same room-based generation system that you created in Chapter 5, Build a Dungeon Crawler. This system works, but it makes for entirely predictable—maybe even boring—maps. So, how do you generate a map where the player can explore a field of underground fungal trees, a sprawling city, or a dark forest? As it turns out, there’s an entire field of game development known as procedural generation that’s built ...
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