"random" maze generating
Im planning on making a small maze game.
The player is supose to go thru the maze in a certain time, there will be areas that slows the player down etc.
for this game i need to make a random map generator.
It has to test the map if it''s "do-able" and not to easy (ie. it has to have dead end etc.)
any ideas?
========================
Game project(s):
www.fiend.cjb.net
=======================Game project(s):www.fiend.cjb.net
Hey
One method you can do. . .Well, what you can do is
1.) fill the maze array with solid blocks (I assume you''re using array)
2.) first generate a random ''path'' through from one end of the array to the next. (along this path, you''d include your traps/things that slow the player down)
3.) then populate the rest of your array with random spaces (but only put the space if it is next to another space - ie, only if it''s on that new spaces, left, right, up, down)
4.) OR as an alternative to step 3, use a recursive algorithm which decides to draw paths of certain lengths, but only starting from your original path, (almost like a tree except you want MORE branches!)
Once you''ve done steps 1-4, go along your original path, and take into account the
5.) length of the path. . .
6.) difficulty of the path.
7.) If the path is too easy, add more traps/monsters etc.
if the path is too hard, remove some traps/monsters
Keep repeating steps 5-6 until the path is easy enough/hard enough.
Hope I''ve helped,
FReY
One method you can do. . .Well, what you can do is
1.) fill the maze array with solid blocks (I assume you''re using array)
2.) first generate a random ''path'' through from one end of the array to the next. (along this path, you''d include your traps/things that slow the player down)
3.) then populate the rest of your array with random spaces (but only put the space if it is next to another space - ie, only if it''s on that new spaces, left, right, up, down)
4.) OR as an alternative to step 3, use a recursive algorithm which decides to draw paths of certain lengths, but only starting from your original path, (almost like a tree except you want MORE branches!)
Once you''ve done steps 1-4, go along your original path, and take into account the
5.) length of the path. . .
6.) difficulty of the path.
7.) If the path is too easy, add more traps/monsters etc.
if the path is too hard, remove some traps/monsters
Keep repeating steps 5-6 until the path is easy enough/hard enough.
Hope I''ve helped,
FReY
do unto others... and then run like hell.
Hey! thats pretty smart! I think il use that method.
Any ideas how to implement it?
========================
Game project(s):
www.fiend.cjb.net
Any ideas how to implement it?
========================
Game project(s):
www.fiend.cjb.net
=======================Game project(s):www.fiend.cjb.net
Please see:
here.
HTH
Tels
------------------
"Why do you go so slowly? Do you think this is some kind of game?"
Demo missions, DromED FAQ,
Automaticly create Thief Levels,
Vote! for your favorite fan mission
here.
HTH
Tels
------------------
"Why do you go so slowly? Do you think this is some kind of game?"
Demo missions, DromED FAQ,
Automaticly create Thief Levels,
Vote! for your favorite fan mission
------------------"Why do you go so slowly? Do you think this is some kind of game?"Demo missions, DromED FAQ, Automaticly create Thief Levels,Vote! for your favorite fan mission
Hi Tels, I recognise your name from the Thief:The Dark Project forums (Which I haven''t visited since I completed the game.) This isn''t a true UBB board so your signature doesn''t work, as you''ve noticed
Tels: do u have any idea where to get the source for things like that?
========================
Game project(s):
www.fiend.cjb.net
========================
Game project(s):
www.fiend.cjb.net
=======================Game project(s):www.fiend.cjb.net
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