by XZeyroX » Fri May 27, 2011 6:30 pm
Hello, I found this link from BGG,started reading and started messing with the idea of a computerized Pocket Dungeon game.So to the person who was programing a generator (as I can't remember what page that post was on) I made a version on my TI-83 that works this way:
It fills the map with empty space,then picks a location at random and a room size at random.Then moves one space at a time in a random direction (basically drawing a line). If if encounters an area where a floor tile already exists it adds one to the room size to make up for the size it currently has where no floor was generated (it subtracts one from the size before it checks if it should or not,minor programing flaw). When it runs out of room it moves down each row and generates a wall adjacent to any floor tiles it finds,but only if they are not already floors themselves (for doors,I had it programmed to replaces 2/5ths of the walls it generated with doors,randomly of course).I hope this helps in some way,I know checking every space is simply not an option with maps as big as your talking about,but then again you have a more powerful programing language then I do.
For anyone who has a TI-83 and is wondering how I did this,I couldn't find any way to check what was displayed in each cell so it has to literally input a value for every single cell into L1 and read it off to generate maps.It uses L1(X) to locate a numeric postion based on the formula ((8*(Y-1))+X).There are 128 locations,the ass eats up about 1100 RAM.