Crafting levels for games has its own workload, over and above that of creating the game itself, plus your ability in this area can be the difference between the game sucking and being fun to play.

While there are a lot of games where you win by memorizing maps and enemy movement, I have never really been fond of those kinds of games. It feels more like studying than play to me.

I think that is where the trend of Rogue-like games using random room generation and procedural generation to create levels came from.

Another benefit, mainly for the developer, is we get to play our own games. 

With that in mind, I looked at maze algorithms. You might have seen my Python example.

First step was to recreate the maze generation process in C (you can view a browser example compiled with emscripten right here but despite the WASD message, the controls don't work, reload to generate another map). 

Next, I rebuilt the Dungeon game to use this algorithm. First using modern C, and then recoding until it worked on older systems.

The result is the first reboot Dungeon game test, working on Commodore PET (with others coming), and using random maps.

Download the .prg or click over to my browser based emulator to try it out!

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