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Finished the random dungeon (schematic) generator. Going to work on actually constructing it next.

What the colors mean:

Black: walls

Gray: doorways

Pale yellow: starting room

Pink: boss room

Red: enemies

Green: lootz

Blue: NPCs

Some other generated schematics:

Files

Comments

Wuumaster

I wish I could work as quickly as you seem to, lol!

BoogerBrigade

Looks great! Can't wait to crack open some ancient loot crates to find a lockpick and two fresh apples (Skyrim)

Moonshield

...snd modern minted coins... and a suit of armour that fits you perfectly... and a lit torch.

Mike

Very cool!

Lemon

But this lit torch will fit perfectly into my backpack............what do you mean I should extinguish it first? Ha amateur....the 50 odd books I have in my backpack aren't flammable.......

Frank Baum

How is this going to play out? Kill the enemies (Red dots), grab the Loot (the Green dots) and what exactly are the NPC's (Blue dots) going to do? I have a bit of a concern that this is moving into a pure slash-and-kill game with no Adult aspects any more...That wouldn't really be what I would be looking for,..

enlit3d

Don't worry, I am not making a pure hack and slash game. Loots are important because people have said they don't like picking outfit via randomization. So this time outfit pieces will drop from containers or dead enemies and the player can loot and equip them. NPCs probably wouldnt do much for demo2, but its an important piece of feature to implement - the ability to talk to NPCs. And ask them for out of combat adult time, for example.

BoogerBrigade

It seems a bit too easy. 1 character being able to take down room after room of enemies makes the player seem too immortal. I'd like a bit more challenge if I'm trying to clear dungeons, inside and outside of stats