How do I do procedural Dungeon Generation for isometric?

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Post » Fri May 08, 2015 5:07 am

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Hi,

First post here, if it's been covered then please point me in the proper direction.

I'm looking for info on applying procedural generation such as covered here: to isometric tile sets. Any info on how to go about it would be greatly appreciated as I'm still new and am at a bit of a lose when it comes down to what I'd need to do to make it happen.

Cheers and thanks,
CB
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Post » Fri May 08, 2015 8:51 pm

Lots of random number generators and if-then-else statements.
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Post » Sat May 09, 2015 3:28 pm

Not exactly helpful there.
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Post » Sat May 09, 2015 3:37 pm

1: Tileset
2: 2d algorithm to make a tiled dungeon
3: Figure out the isometric offsets
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Post » Wed May 13, 2015 4:24 pm

combatbaby wrote:Not exactly helpful there.


Yea, but I don't want to do all of your work for you, as that would take me away from the copious amount of work that I have to do.

Like @newt says, you have tiles, each with an id and some kind of schema for determining "open" vs "walled" edges, then you just roll a bunch of random numbers to determine id and position and do if-then checks to ensure that "open" matches up with "open".

You can use Rex's "Board" & "SquareTx" plugins to do the isometric part; he just uses an x,y grid and ports it into isometric.
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Company name changed to avoid Facebook-type shenanigans

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