Friday, 3 December 2010

Rooms again

I left plants for a while and returned to room problems. Back in January 2009 I was writing about connecting the interior and room structure in the same class. Well, it was something like a mistake. Now I realized that it could be easier to start with basic shape of the room, then add wall and floor data (room data in general) and then create the interior when everything else is done. Without that there would have been room types for all shapes and interior types for no particular reason, creating a long list of data for all possible combinations.

I also have had problems to create and connect the rooms, but I think I have a plan for that finally. I will let rooms be created in any place possible other than overlapping the room floors with another room. Then work out connections either by creating holes on walls or using corridors. I have already planned how corridors would always work perfectly without ruining the room structure, but at the moment it's only a theory.

I have found room placement so hard to do that I actually made the dungeon levels work entirely without rooms, using natural caves as the base of dungeon generation. Rooms are actually something extra carved to natural caves and it even feels realistic.

Let's hope everything will work this time. I don't want to look back in 2012 and say I was wrong (still refactoring the room and corridor generation).

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