Geomorph Roguelike Dungeon Procedural Generation!
This is a functional proof-of-concept: when you enter the mod, a random grid of dungeons made of tiled geomorphs are generated.
Inspired by the Dyson Logos blog and in particular the Dungeon Geomorphs: https://dysonlogos.blog/maps/geomorph-mapping-project/
Builders can expand on these dungeons.
If you make a fifth crypt geomorph, the tag of that area must be "geomorph5".
You would then need to update the geomorph_const.nss script to say that there are 5 possible geomorphs instead of 4.
Geomorphs need waypoints to mark the corridor entrance points.
Geomorph needs triggers to cover the entrance/exit points.
You need two entrances and exits on each side of the map to make it a compatible geomorph.
Not all entrances need to be connected to each other and dead ends are fine, but if you make a bunch of 'weird' ones, there is no error-checking and it might not be possible to access all areas.
Geomorphs don't need to use the same tileset that I used here.
You should be able to use a differently sized map, although I haven't tested it.
You can make the grid of geomorphs bigger by increasing the width and height in geomorph_init.nss
Updates in Geomorph_Rogue_20230616
1. Tunnels that lead nowhere are clearly marked with a barrier and mist.
2. Multiple "decks" of geomorphs are now possible (i.e. a shifting crypt _and_ a dark forest both appear in this mod. You can add to them by editing geomorph_const.nss)
3. You can generate new geomorphs on the fly
4. Geomorphs can be seeded (in the included example, you have the ability to specify that a certain coordinate must feature a certain tile using the 'preflight' function)
Please DM me if you want to discuss/request any other features. :)
Updates 20230623
You can now make instanced dungeons with multiple floors. I've created an example of an empty inn that has an abandoned cellar beneath it, but you could make this a five-storey megadungeon.
The dungeon is specific to your party, and the dungeon will also disappear if you leave it for a period of time. In this example it's 30 seconds without occupants, but you can increase that by editing instance_area_ox.nss
Players
If you like wandering around peacefully, enjoy.
There are no monsters or treasures in this example mod.
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Testing redirect comment accessibility.
Interesting project! Thank you for sharing, I will playtest this the next few days ;)