![]() ![]() The best method I found, was to implement Delanay Triangulation. My next challenge was calculating what rooms could be connected. However, I planned to output the finished dungeon as a matrix, and so I figured that it would be better to simply attempt to do this conversion first, and if any rooms overlapped, then the physics engine would continue running. Now, I could have written an additional function for Box2D to check if all the rooms had stopped moving. ![]() For my physics, I utilized Box2D, and basically just ran the update function a number of times to propagate the rooms. Basically, I could save time trying to determine which rooms where important later on. This way, I could easily combined my room generation and discovery steps. All I did was create an array of room sizes – basically classifying the rooms into various defined ranges, and then generate a room from a given size range at random. Room generation and physics where relatively easy. The next, dead ends, or smaller rooms that would be connected to the main layout at random. So I figured, why not have two types of rooms to look for? One, the main rooms, would be used to create the main layout of the dungeon. In my research, none of the dungeon generator’s I’d seen had a method for producing dead ends. However, There was one thing I wanted to experiment with. ![]() This makes sure that every room does not overlap, allows you to set the map size by generating more rooms, as well as being fairly easy to set up. It utilized a physics engine to propagate dungeon rooms after initial creation. It detailed the method that an indie game, TinyKeep, used to produced it’s dungeons, with one modification. I may have gone with this method, if I hadn’t found an article on Gamasutra, Procedural Dungeon Generation, by A. The next method I found was a brute force method, basically dropping rooms down at random, and removing rooms that overlapped. I also found a simple method using a binary state partition to generate the dungeon, but that tended to generate a “spiderweb” of rooms, rather than a sprawling map of interconnected rooms. This created large, spherical rooms, and would be good for a side-scroller, but didn’t really feel like a traditional dungeon. The first method, was to create a cellular automation algorithm. What I found was that their was four main methods of producing the dungeon. I figure that this method would have been one of the more common means of utilizing procedural generation, and so I preceded to research the existing methods. As a three week project, I chose to implement a dungeon generation algorithm. Formidable Opposition – Battle against nine different enemy types across three different classes each with a strength and weakness against certain tower types requiring careful thought on tower placement.The simple objective of this experiment was to discover the problems and considerations one has to understand when working with procedural generation. Maps range from orbital military installations and subterranean ruins to floating islands and futuristic cities. Gorgeous 3D Visuals – Fully 3D backgrounds and amazing lighting effects set the scene for intricately detailed towers and enemy hordes. Arm towers with machine guns, long-range missiles, flamethrowers, mortars, lasers, and other powerful weapons to halt the oncoming hordes in their tracks! Dynamic Battlefields – Variable enemy pathfinding, arduous weather systems, and physical changes in terrain during battles require a shift in strategy and keep each playthrough fresh. Presented through sharp 3D visuals and backed by a soaring soundtrack, Defense Technica is the ultimate in strategic tower defense!Key Features Powerful Towers – Select from 8 different tower classes and upgrade to build a nearly impenetrable defense of over 40 different towers. Engage the opposition in a variety of maps and prepare to rapidly shift tactics as weather, enemy paths, and even the terrain itself physically changes upending the flow of the battlefield. Protect the core from an onslaught of unrelenting biomechanical terrors with a powerful range of tower defense units – each with their own upgradable features and methods of attacks. Platforms: PC, macOS, Xbox 360, PlayStation 3,ĭefense Technica is the next evolution in hardcore tower defense strategy games. Publisher: Devolver Digital, Kuno Interactive
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