Wave function collapse based dungeon generator.

Currently doesnt use any multi threading and theres still a lot of potential optimisations left on the table.

u/lovecMC — 2 months ago

Things to do to make a dungeon feel more "alive" ?

Greetings my friends,

I'm currently still very much in the naive "I can't believe this feels doable" phase of my project. I'm working on a dungeon exploration game that's heavily inspired by Minecraft Dungeons and Realm of the Mad God.

One of my main goals is to make the dungeons feel more like a "real" place rather than random rooms to kill monsters in.

I got a skeleton of a fairly powerful generator done, and while it will need a bunch of future proofing upgrades, I'm pretty confident I can get a very good amount of interesting variety.

Now back to the actual question.

I have a few things planned that I definitely want to include. Those being destructible terrain, roaming enemies, nests gradually repopulating empty rooms, and maybe monsters changing the rooms to better suit them.

I was considering enemy infighting but it would probably conflict with gameplay too much so it will probably be left only for a few rare interactions.

Anything else that could be fun/interesting?

reddit.com
u/lovecMC — 2 months ago
▲ 472 r/godot

It's pretty satisfying to see something finally work.

Working on a dungeon that heavily relies on wave function collapse.

Finally got the basic version working decently enough that next I can start working on a more complex dungeon layout.

After that I'll probably rework the rule set and add more interesting room setpieces (small bits that the rest of the room grows from)

u/lovecMC — 2 months ago