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organic-roguelike

The goal of this project is to build a simple roguelike game with organic dungeon layout.

This means I will not be using square or rectangular rooms, or even a grid based model as found in many other games in the genre: I instead aim to build a layout that feels more organic, more tightly packed, with room of very diverse shapes and sizes.

Inspiration

I will be basing my approach on this previous work by Joel Simon which produces results like this :

Optimized school

Of course this approach is built for school floors and optimizing flux so I will have to adapt it.

Plan

  • Drawing arbitrary polygons with bevy
  • Implementation of Fortune algorithm for Voronoi diagrams
  • Genetic algorithm for organic level generation
  • Making the actual game