Sunday, 21 January 2018


The structure generation of Cornucopia is ready, but still needs some tweaks like room types and interior generation. Maybe the smallest room size could be 5x5 rather than 4x4, because smaller rooms tend to squeeze themselves into strings of rooms which don't always look that great.

The green rectangles are yards. It's a feature that can come after a room (as the yard of the room) or as first feature. I think it's a rare, well, feature in roguelikes to have yards in the dungeon.

After those tests I added two different room types randomly to make it more colorful and it does work quite nicely, when you have more room types than just one. At the moment there are only three features: room, yard and corridor, but I think it already looks nice. The interior is more important than the "shape" of the feature anyways.

This routine is probably going to replace 'small room' routine used in various level themes and I like the idea of "layered" generation starting from basic dungeon and then adding stuff like this.

If there is one thing that bugs me it's that backyard in bottom right corner of the screenshot. It doesn't seem to have a door connection which could be some kind of rarely occurring bug. So maybe it would be wise to create important stuff like stairs only to the basic cave area.

Saturday, 20 January 2018


It was somewhat cold this morning (-15C) but also foggy which is quite rare at least in here. It's creating some spectacular looking frost on trees:

As imaged using my potato Fujifilm X10. Frost is like strings of crystallized snow which I guess is formed when that warm foggy air is attached to end of the string in wind. Or maybe I'm just guessing.

About that Cornucopia generator. I've fixed double walls which is generating quite nice looking rooms, since some of them become irregular (not strictly rectangular) and also made the corridor creation. In that I realized you can't create corridors before the next feature is made so corridors need a special routine to allocate their space with Restricted mask type. The only things left are different sizes for each feature type which has complicated the routine somewhat, but in the end it will be useful to have, and then determining which kind of rooms the generator is creating.

Friday, 5 January 2018


Finally starting to get somewhere with the feature creator which there is a class Cornucopia for it, because my naming skills are perfect. I had problems with reverse connections and the way next feature is adding a connection to previous feature later. I have two examples to show with rooms as features. Later features can be anything, but mostly corridors. The minimum size of rooms are 5x5 tiles, but they could be as small as 3x3 to squeeze them in smaller spaces.

This first example is actually a very rare "failure", because it has five starting points (rooms) as feature parameters, but no clones at all! I was amazed when I saw this, but it's possible that rooms are made in a place where they can't clone, because they can be only made in a solid rock, not on top of the basic dungeon which is a drunken walk generated cave. However, when you increase starting points it's less likely for this to happen.

This second example is more from extreme end where almost all free space is used by clones that all started from five starting points. It's possible to reduce this kind of generation by giving each feature less than 3 exit points to only clone from 1 to 3 directions randomly. Also the percentage value of created floor tiles can be a limit to the amount of features.

Sadly, this routine is far from ready. One problem seen here are double walls between rooms which are the result of features looking for free space without generating over the existing room walls. But it's possible to remove double walls later and expand the space of one of two rooms sharing a wall.

Thursday, 7 December 2017

Feature creator

For basic cave level I want to try something new with rooms and corridors. I don't know if this routine has a specific name, but I have seen it before. It's filling the level by searching for next free place for a feature which can be something like room or corridor, or whatever. I guess features can also make branches so in fact this is somewhat like a maze algorithm, just with larger building blocks.

I don't actually need anything new for this algorithm, only the sequence of creation is something that has to be arranged using building bots like the maze routine does.

I think this is going to be the last big algorithm for level themes, then there are some static themes that need some work. Even I have tried to keep things simple it's taking quite a long time to finish 1.3, but I guess this is roguelike development.

Friday, 1 December 2017

Procedures in C++

This is something I must have been mentioned before, but let's recall it. C++ is mainly object-oriented but I've realized that procedures work in situations where objects are not needed. Usually small generic routines and algorithms are good as procedures, because they follow the rule of not changing any dynamic data (objects).

It's ok to create classes for small tasks, but in some cases it becomes a bit clumsy when you need to create instances for extremely small things. Also, procedures tend to relieve the problem in classes when you create repeating code for each class, because inheriting is often not possible to do with any kind of working logic. This inability to use effective inheritance is one of the biggest problems in OOP at least for me. It's not easy to plan good class hierarchies that are safe from difficult changes later.

There is a place and time for procedures, but I think they are extremely bad at handling dynamic data, because then you easily lose ownership mechanism which is one of the strong features of OOP.

Wednesday, 8 November 2017

Teemu ARRP Diary 13/3: The new island

This is the second and final round going through level theme terrain. The first theme is the island and for that I decided to completely rewrite the island creation. The previous version had weird way to create the island using pieces of ellipses which was a crude and easy to way to create the island, but it did not scale well to different sizes.

For the pieces of island there already was a routine ready, the same used to create caverns. It's a simple seed fill routine with a random changes occasionally to make the blob more irregular. It just works, but sometimes it does create small "pockets" of water inside the island. It's not bad actually, because they are transformed into low water by the shallow water routine.

The way I made the mountain range and beach is quite smart I think. The routine is first scanning the coastline, then using those points to create a path (with new Topology_Path class). That shape can then moved and transformed by couple of ways. The nice thing about the path is that you can pick a point along the path to find stuff like entrances to dungeons, there is no need to manually scan for the mountain range.

The island is now easier to scale to different sizes, but I'm still keeping the size of island pretty much static at least for now. If there are bigger sizes there must be some kind of scale to food generation as well.

Monday, 23 October 2017

Teemu ARRP Diary 12/3

I was sick for a week, but I'm getting better. I rarely have flu to be honest, but it's often harder than usual when it hits. Must be my age, I'm old.

Last time I recall talking about the new level theme and new requirements for it. A generic routine related to that I have been programming is a path/corridor routine with a funny kind of twist. I had an idea to store possible door places into the path class when the path is crossing a room wall. Just a side note, the path itself is also stored, because then it's easy to find midpoint from it and make new paths from that location.

When door places are stored you don't need to find them later with another type of routine. The way paths cross the room's wall is finding possible door places in "automatic" way since the path has to cross the room it's travelling through. The routine isn't perfect yet, it has problems with corners of rooms, but I'm planning to fix that by making the path routine go around corners. Also, of course for this to work rooms has to have at least one space between them. So I might ditch the idea for close proximity rooms I had before. 'Small' rooms can be used for that since they can be attached to other features.

Winter is quite early this year. The first snow has already fallen, but the climate change has made winters unpredictable for the fall to winter transition time.