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Author Topic: Roguelike Dungeon Creation Contest! [Finished]  (Read 12523 times)
sinoth
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« Reply #15 on: August 11, 2007, 06:31:34 PM »

Windows executable allows you to set parameters, generated dungeons are displayed in a window.

I like this program Smiley  The display of the dungeon in the window is nice, and the parameters are fun to play with.
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[i do not regret]
Alex
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« Reply #16 on: August 13, 2007, 07:10:45 AM »

The dungeon programming contest is over!  All of the entrants have been given the "Dungeoneer" title for their participation, and a .png "medal" that you can post on your Roguebasin bios (if you have one) or elsewhere will be forthcoming shortly, along with a winner.

For those of you who were not able to submit entries in time, I encourage you to submit a late entry, just for fun.  It's been a blast looking at the different generators people have been able to create.

Many thanks to everyone who participated!
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Alex
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« Reply #17 on: August 14, 2007, 11:02:06 AM »

Okay, final results time.  There were 6 entries for this contest:

konijn's undead desert terrain generator -- Interesting use of browser transparency and hexes.
Icey's town generator -- Love the fact that it includes a brothel.  The trees, statues, lakes, and flowerbeds add a nice touch.
sinoth's island generator -- Very interesting, I especially like the minimap.
gerryq's dungeon generator -- I've never seen a dungeon generator do multi-width hallways.  The generated dungeons are pleasing.
microwerx's dungeon generator -- I like how you linked the stairs via html.  Clever!
Seventh Holy Scripture's forest generator -- The forests look very lush.

My pick for winner of this contest is... Seventh Holy Scripture, even though the river always goes left.  Heh.  Seventh Holy Scripture, shoot me a PM and let me know what you'd like me to change your forum title to.

All participants have been given Dungeoneer titles on the forum, and are granted the following ugly award (because I am not much of an artist):



Thanks again for participating, and I hope you all enjoyed seeing each other's work as much as I did.

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microwerx
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« Reply #18 on: August 14, 2007, 10:59:04 PM »

Congratulations Seventh Holy Scripture...that was a pretty awesome forest generator...
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gerryq
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« Reply #19 on: August 25, 2007, 05:48:09 AM »

I made a final version of my dungeon generator incorporating the fixes that caused compilation problems on g++.  Files are the same, the source can be downloaded from:
 
 <http://indigo.ie/~gerryq/maze/Maze-source.zip>
 
- Gerry Quinn
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andrewdoull
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« Reply #20 on: August 30, 2007, 07:32:30 AM »

Okay, final results time.  There were 6 entries for this contest:

konijn's undead desert terrain generator -- Interesting use of browser transparency and hexes.
Icey's town generator -- Love the fact that it includes a brothel.  The trees, statues, lakes, and flowerbeds add a nice touch.
sinoth's island generator -- Very interesting, I especially like the minimap.
gerryq's dungeon generator -- I've never seen a dungeon generator do multi-width hallways.  The generated dungeons are pleasing.
microwerx's dungeon generator -- I like how you linked the stairs via html.  Clever!
Seventh Holy Scripture's forest generator -- The forests look very lush.

Multi-width hallways do make things a lot harder, especially how you decide to place doors (particularly if you do it on corridor intersections).  What's nice about width 3 hallways is that you can put a channel of water or lava in the middle and have periodic bridges over it.  Makes it a lot more interesting for ranged combat...

Andrew
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Alex
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« Reply #21 on: September 05, 2007, 04:16:53 PM »

Multi-width hallways do make things a lot harder, especially how you decide to place doors (particularly if you do it on corridor intersections).  What's nice about width 3 hallways is that you can put a channel of water or lava in the middle and have periodic bridges over it.  Makes it a lot more interesting for ranged combat...

That's an interesting thought, though I imagine you'd also have to ensure your monsters could do indirect pathing, otherwise you could get them stuck in a corner:


##########
........@#
LLL=LLLL.#
......OL.#
######.L.#
######.=.#
######.L.#
######.L.#


In the above graphic, L is lava, O is an orc, and = is a bridge.  Unless the orc knew it could path around to the bridge to the reach the character, it would stay stuck trying to persue the player but being blocked by the lava.  The player would be able to endlessly shoot the orc until it died or he/she ran out of projectiles.
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