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Скачать или смотреть Procedurally generated Level for a 2D Dungeon crawler.

  • Eggcup_
  • 2025-11-13
  • 10
Procedurally generated Level for a 2D Dungeon crawler.
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Описание к видео Procedurally generated Level for a 2D Dungeon crawler.

When dealing with the first one it was simple enough having different overlapping blocks be constants which always spawn but with 3 different paths I was working with 3 random block spawns which made a complicated set of constants specific to each combination and ‘True constants’ which would always spawn. I also had to block the routes that did not spawn, which made me notice a few more logical concepts of ‘opposites’ and ‘true opposites’ which were block that would spawn in the opposite conditions when connecting to different types of rooms.

For example:

Taking x, y, z as our 3 block types and xy, yz, xz as our 3 combinations
If xy spawned I would have to block off z and xz and yz routes so xy had it’s own layer having different interactions with different block types. So if xy spawned and a constant was closed off to other routes the other routes would not spawn because of the first logic but the room would still have to be closed, the openings would be closed using z blocks as they are “true opposites” to xy blocks but in case of an x block we would have to close off the room to z routes so we would have to close it off using xy blocks but the routes would have to be de-spawned so the routes were made using xz blocks so they would only spawn during xz condition and the same was done for y and yz connecting routes (these would be opposites).

There were also intricacies in crossroads of different variations. Crossroads of x type connecting with xy type would have yz type blocks as opposites and so on.

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