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Dynamic Dungeon Generation - Stamp & Generator

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Will you be posting it?
The generator part is already finished and can be found in my second post.

I am still working on the interface that links the stamp algorithm and the generator so that the layouts can actually become usable.


And yes, both the stamp algo and the generator will be open source. However, I will not create a demomap simply because I am too lazy to make one. But I can provide some demo scripts to explain how to use it.


LayoutCleaner.jpg

I Implemented a new optional function that allows cleaning unverified (= unreachable) parts automaticly, in case you have no other use for them.
Also, it is now possible to create two dungeon layouts directly on top of each other, as you can see in the image (low density dungeon layered above low density cavern).
However, in case users want to generate both a cavern and a dungeon layer in the same area, the cavern layer needs to be generated first for the automata to work.
 
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Can you teach me how to properly use it please?
I don't recommend using it in it's current state, since I will overhaul the API for official release.

I'll post it as an official resource in the JASS section once it is finished (maybe also adding a third generator type).
 
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However, I will not create a demomap simply because I am too lazy to make one.

But I can provide some demo scripts to explain how to use it.

I don't get it... you go through all the trouble of doing "cave algorithm that uses stamps based on cellular automata", '"dungeon" algorithm digging rectangular (and non-rectangular) rooms and connecting them with corridors', getting around the OP limit, etc. which seems like a lot of work for someone "lazy". Wouldn't a demo map with the two systems and the "demo scripts" be really really easy/fast in comparison?

Also, when you post your vJass scripts your indentation get's lost (forum editor bug?), i.e if someone want's to use it she/he would have to use a program to fix the indentation... or you can simply use the "Use BB Code Editor" button (top right corner) and paste there, which doesn't have this indentation problem.
 
I don't get it... you go through all the trouble of doing "cave algorithm that uses stamps based on cellular automata", '"dungeon" algorithm digging rectangular (and non-rectangular) rooms and connecting them with corridors', getting around the OP limit, etc. which seems like a lot of work for someone "lazy". Wouldn't a demo map with the two systems and the "demo scripts" be really really easy/fast in comparison?
The troublesome part is that for a demo map I'd need to register at least one stamp for each wall logic...
... but well, I think it's worth going through that trouble if it can avoid questions about the system. It will look super ugly though, because obviously the wc3 default destructables are not designed for this application.

Also, when you post your vJass scripts your indentation get's lost (forum editor bug?), i.e if someone want's to use it she/he would have to use a program to fix the indentation... or you can simply use the "Use BB Code Editor" button (top right corner) and paste there, which doesn't have this indentation problem.
Thanks for the hint; didn't know that.
I will use the BB code editor as soon as I'm done with the final script.
 
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