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#1 2012-03-08 22:38:39

TakeItEasy
Scratcher
Registered: 2012-02-08
Posts: 34

Procedural Generation

I want to make a top-down game with lots of generic rooms. Basically, each room has a certain number of exits (from 4 to 1 since they're square). How can I get these to stamp themselves down to minimize the amount of dead-ends?

I'd like some real advice - I've seen a lot of really lazy procedural generation in Scratch (one Terraria-alike just had rows of random height with no relation, creating annoying cliffs everywhere) and I'm convinced there's a good way to do it. Help?

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#2 2012-03-09 07:35:39

slinger
Scratcher
Registered: 2011-06-21
Posts: 1000+

Re: Procedural Generation

Well, the way I would do it would either be:
a. be done with a sensor(probably easier)
b. have all positions of the map recorded and then generate lists (probably faster)

so with option a you could have a colour sensing sprite dance around the screen stamping where it needs to but I get the idea you don't want to do that :p

With option b you could use the positions of every object to your advantage, I'd have to think about this one and write thoughts down on paper. I'll let you do that :p


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