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Hey, thank you for the compliment! glad to see you liked it! 
Yeah scope creep tends to eventually take all indie games and i suspect this game will succumb to it as well. 

For the map generation algorithm its split into 3 parts. I use binary partitioning to pick out room centers. For the hallways i throw all the room centers in a list and shuffle the list. For each pair in the list i connect them by for each step it'll take the shortest path towards the next point, but it will randomly choose a different direction (set at 20% of the time). this is then repeated 5 times. Once the hallways are done the rooms are generated with a drunken walk. But its clamped so it doesn't go outside the bounds of what's defined in the binary partitioning So the rooms don't mix together.