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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 124
Location: USA

PostPosted: Sat Jun 27, 2026 7:14 pm    Post subject: Squirrel RPG [quote]

In April this year I started working on an animal themed Action RPG with my wife. After all these years I'm still addicted to making RPGs. The world is made up of animal humanoids where you play a squirrel in a zelda-like adventure, trying to help uncover the source of a strange amnesia that is plaguing the world.

This is a continuation of a long time dream game of mine to make a procedural zelda-like. I've made a lot of progress creating a procedural overworld and dungeons so far. My wife has started working on sprites and animations.


I first started out making a grid of voronoi-like cells using random flood fill.


Then calculated the breadth-first-search cost between cell centers and created a minimum spanning tree.



Next, I added walls and made connections.


Then added wall and room noise


Added rivers.


And then added mountain springs/ponds, started town generation, and added dungeon placement at the end of long off-shoots of the main path. The bright green is the center of voronoi cells, the orange road is the main paths, and the grey roads are off-shoots/side quest areas.


At this point, I decided to let the overworld generation rest for a bit and started working on dungeon generation.

Cave layout works similar to the overworld voronoi-like random flood fill, but some of the cells are disabled. This causes the dungeon to be clumped into more irregular shapes.


The castle and the dungeon layouts are very similar where boxes are first placed so that they don't overlap, then grown in cycles. Castle rooms must stay rectangular, but dungeon rooms are allowed to grow to add more organic edges. The dungeon maps also get random interior barriers. A minimum spanning tree is created to connect the rooms.



A breadth first search is then used to find the maximum path and maximum off-shoots through the level to identify where to place locks, keys, and loot.



Lastly I started working on tiles and map mockups in Tiled.

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