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.
I will be basing my approach on this previous work by Joel Simon which produces results like this :
Of course this approach is built for school floors and optimizing flux so I will have to adapt it.
- Drawing arbitrary polygons with bevy
- Implementation of Fortune algorithm for Voronoi diagrams
- Genetic algorithm for organic level generation
- Making the actual game