I’ve worked on internals of my dungeon generator, so that its organisation is now crystal clear (not so much to show). On the visual side, I’ve added generation of grass (which is a piece of cake compared to water).
I’m en route to special rooms thanks to fine-grained connectivity/neighbors control. For example treasure rooms must be surrounded by walls while a dangerous reward room would contain a single door with a reward located at the door’s opposite. This’ll become possible soon!
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