Tuesday, June 22, 2010
Reinventing the Rougelike
Or at least the algorithms that generate their worlds.
The project is trucking along at a steady pace, building content, defining the rules, and all that fun stuff!
Right now however, I am wrestling with the decision I made to build the world with a hexmap instead of a square grid.
As I dig through the forums and wiki pages for the way rougelikes build out there worlds, I am having some trouble applying the procedural generation of a square grid for dungeon adventures with generating a map of space for a time management strategy game.
My real trouble has been handling the ways that certain aspects of my world are to look. Planets take up as many as twenty one hex spaces, and not wanting anything to overlap.
There are sure to be some algorithms and tools already created for what I am trying to make, but I haven't found it.
So, it seems like I am going to spend a few more days searching through heaps and mounds of text before I can create the world generator that I feel this game will need.