procedural puzzle generation

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Post » Wed Apr 24, 2013 3:05 pm

I've been reading up on procedural Zelda-like puzzle generation (i.e the Binding of Isaac) and I found this:

http://bytten.net/devlog//2012/11/30/lock-and-key-puzzle-generation/

I'm probably mathematically challenged, but I can't think of a simple way to implement this logic in Construct2, in order to make the graph/map


Can anyone point me to a direction towards implementing nodes and edges?
Arrays? Bitwise tile generation?
christina2013-04-24 19:36:58
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Post » Wed Apr 24, 2013 6:21 pm

Hmm thanks to some very clever code by @R0J0hound, I managed to solve one problem.

Here is the .capx

I now have a spawner sprite that spawns rooms and connects them using a door.

All rooms from 1-4 are KeyLevel 0, which means they can be traversed freely, without a Key.
In order to go to Room#5 (Rooms 5-10 are designated KeyLevel 1) and beyond, you need Key#1, which will be generated in one of the first 4 rooms.

You can mouseover on rooms to see which KeyLevel they are designated to.
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Post » Mon Apr 27, 2015 7:19 pm

Awesome been looking for something like this, thanks for the link!
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Post » Mon Apr 27, 2015 7:42 pm

Not so long ago I created simple plainroom generator without doors or nodes.
Great effort @christina! Your example is more advanced than mine.
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