I’ve been spending more time on Yendor, which you can play here: play.madcoretom.com/yendor Lighting The light levels are calculated using Dijkstra’s algorithm, based on the distance from the player. NPC pathfinding can also use this data to find the direction to walk towards the player Room Generation There are a number of room types, which are constrained by […]
Tag Archives: yendor
I created a little rogue-like game that generates rooms as you open each door. Sometimes it ends up with a lot of 1-tile rooms, but generally it’s okay Play it here The proof of concept works, so the next steps are: Add loot to pick up in rooms Add NPCs, using variations of Langton’s ant Replace boxes […]