Godot Version
4.2.1
Question
Hello! I’ve been curious about implementing procedural generator of dungeons, I’ve got the idea, but I don’t know how to implement it.
Here’s the idea:
- Generate the noise (small size)
- Round it to black and white
- Save it to resource or scene
- Generate more rooms like that based on random number of rooms
- Place the rooms on the grid by randomising positions
- Make connections between rooms
- Place monsters, chests, etc.
Problems with the alghoritm:
- How to make the alghoritm distinguish outline or the future “walls” of that rooms?
- How to make alghoritm fix double walls, like pipe with width of 2 px?
- How to make the alghoritm know what tiles of tileset are the walls, and what tile to use is certain situations?