The generation algorithm is starting to take shape!


I've been working on random level generation for Animancy, and I've gotten it to a point at which it actually reliably generates passable dungeons! Below are a couple of examples of levels generated with room counts set to 12 normal + 2 reward rooms (+ 1 spawn-room), and with a really small pool (as there only 5 different layouts, for now )

(rooms don't actually have to be on a rectangular grid, this just happens because they are all either the same size or multiples of the same size)

I might go over how the algorithm works in-depth in a later devlog if I feel like it, but there's really nothing innovative.


I still need to add boss room generation and maybe some merchants, separate from the reward rooms (thou, regarding merchants, I think I might take a different approach, more on that some other time)


This generation algorithm works, but it doesn't really bring anything new to the table, it's fairly similar to the Binding of Isaac's one. For now, I will try to just make a bit more different rooms, but eventually I do want to make a second algorithm that would randomize the contents of the rooms themself, sorta like it's done in Spelunky.

But we'll see about that.

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