There's a surprising lack of clear guidance on anything past basic 2D dungeon generation in Godot. I followed Heartbeast's tutorial series but, like you, I found the same issue with room segmentation. I'll try to follow the TinyKeep algorithm and use this video as a touchstone. Your research is super helpful - thank you!
Really cool! I used Heartbeasts walker as a base for the dungeon generator in one of my game jam games and it worked well, but this method is more interesting as it has more flexibility. Thanks for the concise and clear explanation!
Oh dam thought this was gonna be explaining enter the gungeon room generation but bros got his own cool ass gun game, definitely gonna try this out when u release it
In my indie game I generate dungeon-type levels in a similar way, but by hand-making little pieces of the level and then stitching them together in an algorithm, meaning I don't completely loose a sense of flow, and I can still add details in rooms relating to lore, etc. I'd love to see you implement something similar in your game, to make the dungeon look a little less repetitive. (I know you said it's already possible to make custom rooms - I'm talking more about the flow between them)
This video was a godsend! I'm making a top-down shooter kinda roguelike with proc-gen maps and this was the perfect explanation for a good algorithm. Thanks so much, man
Its interesting to me that no one has imitated my generation algorithm -- then, while I've posted an implementation (two versions), but have never made a video or posted a description on a forum, maybe I should make a video (or series) about it. The fact I never named it either probably doesn't help.
Love this video so much!! May I ask how you used the data gathered from Delaunator to get the minimum spanning tree? I've been trying to figure out how to implement that specific bit. Thanks!
Very cool but I do not think this is the algorithm for me. I’m trying to make dungeons as complex as ones in “link to the past”. I think best way is have generation guided through a node tree in this case with each node giving rules to follow or even random set of possible rules. Something like that. Good job on yours.
I'm working on a conceptually similar more-complex world generation which will ultimately have raised levels, bridges and tunnels across multiple regions/biomes each with their own idiosyncrasies, each dungeon will also be built with distinct algorithms to provide each with a unique look and feel. So far I've not found any particular procedures fully satisfying. Were you able to come up with anything that better fit your needs?
awesome video! i was searching for a long time for an algorithm like this one. could you please tell me how you calculate the neighborhood radius for the rooms? in my testing most rooms seem to indefinitely march away from the center, which doesn't seem right to me. thanks!
I’d like to know, how to you learn code ? I mean I am learning but I barely found some tutos to learn useful formulas / algorithm like Delaunay triangulation Do you have books or online books ? Or is there servs ? I would like to know 🙏🙏 thank you for the ones who will answer this
I learned to code from the internet! Some algorithms are quite complex and don't have good content online - usually in this case I just try to find an implementation that someone else did. As a matter of fact, the Delaunay triangulation I used was part of a C# geometry library I found. So I didn't actually need to write the algorithm my self. But generally speaking, everything I learned I learned by searching online. It's tough at first, but once you get more familiar with coding it will become easier and easier for you to find and implement the things you need.
There's a surprising lack of clear guidance on anything past basic 2D dungeon generation in Godot. I followed Heartbeast's tutorial series but, like you, I found the same issue with room segmentation. I'll try to follow the TinyKeep algorithm and use this video as a touchstone. Your research is super helpful - thank you!
Appreciate you citing all your sources and inspirations. There should be more of that.
Really cool! I used Heartbeasts walker as a base for the dungeon generator in one of my game jam games and it worked well, but this method is more interesting as it has more flexibility. Thanks for the concise and clear explanation!
Oh dam thought this was gonna be explaining enter the gungeon room generation but bros got his own cool ass gun game, definitely gonna try this out when u release it
Very good video. The explanations are interesting, the stuff covered is useful, and it's actually well paced!
Really really love the concept of this game, great quality video on the procedural generation topic as well - really good job man, keep it up!
In my indie game I generate dungeon-type levels in a similar way, but by hand-making little pieces of the level and then stitching them together in an algorithm, meaning I don't completely loose a sense of flow, and I can still add details in rooms relating to lore, etc. I'd love to see you implement something similar in your game, to make the dungeon look a little less repetitive. (I know you said it's already possible to make custom rooms - I'm talking more about the flow between them)
Can you Make tutorial or something, that's something that i am looking for long
I Really Love Your Videos!
Keep Going!
This video was a godsend! I'm making a top-down shooter kinda roguelike with proc-gen maps and this was the perfect explanation for a good algorithm. Thanks so much, man
what a genius method!
Very interesting guide, thank you.
Its interesting to me that no one has imitated my generation algorithm -- then, while I've posted an implementation (two versions), but have never made a video or posted a description on a forum, maybe I should make a video (or series) about it. The fact I never named it either probably doesn't help.
what’s the basic overview? I’d love to figure out if I’ve used it or modified it.
Thank you so much
Love this video so much!! May I ask how you used the data gathered from Delaunator to get the minimum spanning tree? I've been trying to figure out how to implement that specific bit. Thanks!
Could you make a tutorial for this kind of dungeon generation?
Is there a tutorial for the generation in your video? This game looks awesome btw
Very cool but I do not think this is the algorithm for me. I’m trying to make dungeons as complex as ones in “link to the past”. I think best way is have generation guided through a node tree in this case with each node giving rules to follow or even random set of possible rules. Something like that. Good job on yours.
I'm working on a conceptually similar more-complex world generation which will ultimately have raised levels, bridges and tunnels across multiple regions/biomes each with their own idiosyncrasies, each dungeon will also be built with distinct algorithms to provide each with a unique look and feel. So far I've not found any particular procedures fully satisfying. Were you able to come up with anything that better fit your needs?
awesome video! i was searching for a long time for an algorithm like this one. could you please tell me how you calculate the neighborhood radius for the rooms? in my testing most rooms seem to indefinitely march away from the center, which doesn't seem right to me. thanks!
I’d like to know, how to you learn code ?
I mean I am learning but I barely found some tutos to learn useful formulas / algorithm like Delaunay triangulation
Do you have books or online books ?
Or is there servs ?
I would like to know 🙏🙏
thank you for the ones who will answer this
I learned to code from the internet! Some algorithms are quite complex and don't have good content online - usually in this case I just try to find an implementation that someone else did. As a matter of fact, the Delaunay triangulation I used was part of a C# geometry library I found. So I didn't actually need to write the algorithm my self.
But generally speaking, everything I learned I learned by searching online. It's tough at first, but once you get more familiar with coding it will become easier and easier for you to find and implement the things you need.
Awesome thanx for that 🙏
p
The minimum spanning tree could also be a hamilton path algorithm, it should do the same trick.