Random Maps from Dungeon Monkey Eternal

I’ve been ripping out the skeleton from Dungeon Monkey Eternal and genericizing it for GearHead Caramel. Python has made this process far easier than it would have been in (non-Object) Pascal. The random map generator presented a special challenge because of how much game-specific stuff it relies on, such as the terrain list and wandering monster mechanics. To get around this problem I added an Architect class that translates generic map generation requests, such as “draw a floor here” or “add a door there”, into game-specific operations. Plus, because it’s object oriented, I can always subclass the generic Room or SceneGenerator classes to do anything I want. You can check out my progress at GitHub.

The character in the above screenshot was drawn by my son, and presumably won’t be appearing in the final game.

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