Commit graph

15 commits

Author SHA1 Message Date
Zed A. Shaw
8090251a71 I can validate that a map is pathable, but can't fix it. 2026-03-10 00:42:58 -04:00
Zed A. Shaw
74f92dfe2c Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway. 2026-03-09 11:12:26 -04:00
Zed A. Shaw
8b129aea6b More refinement of the maps. Now the inner box won't have rooms in it and I can mark a region free of rooms. Rooms also have a guaranteed door. 2026-03-08 12:25:40 -04:00
Zed A. Shaw
87a1193a4a Tone down the map gen tests. 2026-03-08 03:31:18 -04:00
Zed A. Shaw
fb41c153c1 With some help from chat I sorted out how to randomize rooms without overlap. 2026-03-08 03:28:49 -04:00
Zed A. Shaw
47c0d4a5f0 Initial fix for large center rooms not having entry exit. 2026-03-07 00:10:42 -05:00
Zed A. Shaw
b91e9ffaf6 Algos directory is setup. 2026-02-27 12:07:01 -05:00
Zed A. Shaw
0064664556 Matrix moved. 2026-02-27 11:43:14 -05:00
Zed A. Shaw
86eabed3db Now when you loot an item the loot UI works. 2025-06-11 23:49:37 -04:00
Zed A. Shaw
5f1a453fb4 Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. 2025-05-21 13:56:53 -04:00
Zed A. Shaw
37715f05a5 Cleaned up maze and ready to use. 2025-05-20 10:32:20 -04:00
Zed A. Shaw
33cd490ed3 Playing with maze gen again. 2025-05-20 03:19:58 -04:00
Zed A. Shaw
a0b785cb2a Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. 2025-05-19 01:40:23 -04:00
Zed A. Shaw
0f8e61797f Now using a hunt-and-kill maze algorithm. 2025-05-18 14:37:43 -04:00
Zed A. Shaw
7a0b2f988d Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. 2025-05-18 01:00:47 -04:00