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Procedural maze generator

PostPosted: 26 Aug 2015, 20:03
by eugeneloza
Finally finished today the core of a procedural maze generator (took 3 tries to make the code work fine ~3 days of work and ~half of a year of planning and sketching)

youtu.be/nwywK8eegQc

Temporary link to exe: https://www.dropbox.com/s/p7ynzeouul6df ... 1.rar?dl=0

Re: Procedural maze generator

PostPosted: 26 Aug 2015, 22:51
by charlie
Nice work, well done.

Re: Procedural maze generator

PostPosted: 27 Aug 2015, 02:45
by eugeneloza
And some minor upgrade https://www.dropbox.com/s/v4czrwpo9n2hy ... 2.zip?dl=0
Now it has a small gameplay element - player must find a rose in the dungeon.

Re: Procedural maze generator

PostPosted: 27 Aug 2015, 05:17
by Nikita_Sadkov
The texture has obvious tiling problems. I would suggest taking some simpler bricks pattern. That will also give you a chance to add normal maps to it, so your labyrinth will instantly get popping out bricks. Or you can just use the trick to make texture self tiling.

Re: Procedural maze generator

PostPosted: 27 Aug 2015, 06:44
by eugeneloza
Yes, I have absolutely done no texturing (just stuck some texture and autoUVunwrapped)... No graphics at all at this time, just placeholders... Those are just to test the algorithm. I'll make a decent tileset soon.

Re: Procedural maze generator

PostPosted: 27 Aug 2015, 13:58
by eugeneloza
A little improved assets by Nobiax's textures: https://www.dropbox.com/s/gvj80z6bng8b9 ... 3.zip?dl=0 (still textures are not aligned)

Re: Procedural maze generator

PostPosted: 28 Aug 2015, 06:22
by eugeneloza
Video for the latest version:

youtu.be/dt4uVWmypss

Re: Procedural maze generator

PostPosted: 31 Aug 2015, 06:31
by eugeneloza
New version with 2 distinctive tilesets.

youtu.be/aYq4KGaLKE8

Re: Procedural maze generator

PostPosted: 31 Aug 2015, 06:51
by Akien
This is getting pretty cool :-D

Re: Procedural maze generator

PostPosted: 01 Sep 2015, 19:11
by eugeneloza
Minimap is almost completely back in new form in new release. https://github.com/eugeneloza/Mazer/rel ... 01-2_Win32

Re: Procedural maze generator

PostPosted: 09 Sep 2015, 11:41
by eugeneloza
Anisotropic smoothing & normal maps
Image

Re: Procedural maze generator

PostPosted: 18 Sep 2015, 09:14
by eugeneloza
Improved anisotropic smoothing & FPS.
Release: https://github.com/eugeneloza/Mazer/rel ... 32%26Linux
Image

Re: Procedural maze generator

PostPosted: 18 Sep 2015, 09:26
by Akien
It's starting to look really cool! I still haven't had the time to give it a try, but hopefully I'll be able to this week-end.

Hardly related, but do you plan to move Project Helena away from SourceForge? My ad blocker (uBlock origin) has been blacklisting all sf.net for a couple of months now, and we've had enough recent examples showing that SF is sadly no longer an ally of open source projects. I guess something like github or notabug would be well suited, as you could get PRs, issues, etc., in an interface that most open source contributors know well nowadays.

Re: Procedural maze generator

PostPosted: 18 Sep 2015, 09:39
by eugeneloza
Akien, yes, I plan to move Project Helena to Github as soon as I make some significant modifications (there was a development stall for ~4 months).
I think such dramatic mofication will be Android port. And actually, maze generator will be the first bird to fly to Android (I'm learning to make CGE-specific GUI). Maybe that'll happen till the end of this year :). And as now I understand most of the basic stuff in X3D operations, I can already modify Project Helena to 3D graphics, however, this is not a critical task.

Re: Procedural maze generator

PostPosted: 19 Sep 2015, 18:16
by Danimal
Count me in if you want help with models :)

Re: Procedural maze generator

PostPosted: 19 Sep 2015, 21:28
by eugeneloza
Thanks!!! I'll definitely could use some help in a little time (as soon as I'll be able to operate complex tilesets).

Re: Procedural maze generator

PostPosted: 20 Sep 2015, 20:35
by eugeneloza
Placeholders at each tile will contain random items. Just a test now: placing a torch on a wall https://decoherencestudio.files.wordpre ... itled1.jpg

Re: Procedural maze generator

PostPosted: 21 Sep 2015, 12:40
by Danimal
are you going for sci-fi or medieval with this project?

Re: Procedural maze generator

PostPosted: 21 Sep 2015, 12:57
by eugeneloza
This is just a test (development) of the algorithm.
First of all I want to make some kind of a simple dungeon crawler (just to get used to the Castle Game Engine and to get some 'quick' result). I'll make something what will come out, not really caring about some specific setting. Maybe something like medieval catacombs will do better. But absolutely no problem in making sci-fi tilesets (maybe, even more simple due to simple and clean geometries).

As for the Decoherence project, being the ultimate goal: the game will take place in many kinds of environments (outdoor map is up to come a little later :)). From spaceships to ancient catacombs & ruins. Joining sci-fi with medieval (and even pre-historic).

Re: Procedural maze generator

PostPosted: 21 Sep 2015, 19:48
by eugeneloza
P.S. And with all that development and ideas I've forgotten that initially I wanted to make that one in OpenDungeons universe :D Maybe, time to return to the roots :twisted:

Re: Procedural maze generator

PostPosted: 24 Sep 2015, 13:01
by Danimal
i think that you have managed to get a pretty classic looking maze generator, reminds me of old RPGs/roguelikes, such good memories from oldies like the originals HM&M. I want to see where you take this from now on, you are also welcome as always in OD ;)

Re: Procedural maze generator

PostPosted: 24 Sep 2015, 13:07
by eugeneloza
Soon.
Now I'm struggling with placeholders and TileManager (however, rather with laziness :D).
As soon as I'm done with those two (and maybe 'inaccessible' logic implementation to host multi-path tiles and windows) tilesets will become very complex and interesting :).
Another todo (not very important - future goal) is to make a MapManager which will host complex conditions for maps (like tile/placeholder frequencies depending on map level, quasi-symmetry, overall map patterns) to make predefined maps that may host events like doors, buttons, levers, etc.

Parallel task is to add items and monsters.
I'm not yet sure if I should make battle turn-based (more work, but I'll need that one later) or real-time (easier, because Castle Game Engine is already suited to and there are a few examples how it is done).

Re: Procedural maze generator

PostPosted: 25 Sep 2015, 01:26
by eugeneloza
A step towards the light... Still buggy...
Image

Re: Procedural maze generator

PostPosted: 25 Sep 2015, 11:17
by Danimal
i remenbered someone at oga released a nice tileset for this kind of games:
http://www.blendswap.com/blends/view/80701

Re: Procedural maze generator

PostPosted: 25 Sep 2015, 11:35
by eugeneloza
Wow, really nice. I should try it as soon as I'll remake the tileset.