Difference between revisions of "Talk:Grid Based Dungeon Generator"
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This is the method described in [[QHack]] by [[Thomas Biskup]]. Divide and conquer via segmentation. | This is the method described in [[QHack]] by [[Thomas Biskup]]. Divide and conquer via segmentation. | ||
[[User:Stu|Stu]] 01:06, 19 March 2009 (CET) | [[User:Stu|Stu]] 01:06, 19 March 2009 (CET) | ||
I personally don't like the general results of this process, since they tend to look very blocky and robotic. However, I presume that it's useful in situations with limited resources (e.g. calculator gaming), and mixing it with other roguelike level generation tricks such as [[Irregular Shaped Rooms]] could produce interesting results. [[User:Nnz|Nnz]] 06:16, 12 March 2011 (UTC) |
Latest revision as of 06:16, 12 March 2011
This is the method described in QHack by Thomas Biskup. Divide and conquer via segmentation. Stu 01:06, 19 March 2009 (CET)
I personally don't like the general results of this process, since they tend to look very blocky and robotic. However, I presume that it's useful in situations with limited resources (e.g. calculator gaming), and mixing it with other roguelike level generation tricks such as Irregular Shaped Rooms could produce interesting results. Nnz 06:16, 12 March 2011 (UTC)