I’m working on a procedurally generated rouguelike that’s similar to chocobo’s dungeon or legend of grimrock. It’s not aesthetically pleasing yet since I’m just experimenting with code while my concept artist works through sketches.
The levels essentially work like this:
- The Master, which is an empty, spawns the first tile, holds the limits for the tiles and walls and spawns the stairs to the next floor.
- The tiles spawn more of themselves, until a limit is reached, at which point the tiles are added to an array which represents a room.
- all penninsulas(tiles with 3 sides empty) spawn more tiles to form pathways until yet another limit is reached,and spawns a new tile for the next room.
4.step 1 through 3 loop until a limit of tiles is reached, as declared by the master. - walls surround the rooms and paths and then expand until another limit is reached, again as declared by the master.
- The floor tiles that make up the rooms are arranged into a new array. then one tile is picked at random to be the staircase to the next floor.

it looks something like this when it’s finished loading
The next thing i’m working on is monster A.I.
The monsters essentially move like the monsters in most rouguelikes. When the player makes a move, so do the monsters. There are 3 things I’m trying to figure out.
1.How to get the monsters to begin doing this.(I’ve run into some problems doing this)
2. when the character moves one space to get adjacent to a monster, the monster should attack rather than move.
3.if there are more than one monster adjacent to the player, figuring out which attacks first.
do you guys have any ideas on how to accomplish these things? Any help would be appreciated.