{"author_name":"Frimkron","cat":"LD #16 - Exploration - 2009","comments":[],"epoch":1260657600,"likes":0,"metadata":{"p_key":"72028","p_author":"Frimkron","p_authorkey":"158","p_urlkey":"107850","p_title":"Milestone!","p_cat":"LD #16 - Exploration - 2009","p_event":"LD16","p_time":"1260657600","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"158","us_name":"Frimkron","us_username":"frimkron","event_start":"1260489600","event_key":"2","event_name":"LD16"},"text":"<p>Well, I&#8217;ve come to the conclusion that I don&#8217;t have a clue what I&#8217;m doing when it comes to procedural generation. I should have had this done much sooner, but I&#8217;ve finally reached the stage where I have something which could be described as procedural dungeon generation.<\/p>\n <p>I don&#8217;t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here&#8217;s a section of map 0:<\/p>\n <p><code><br \/>\n # # # # # . # # # # # . # # # # # # # # # # # # # # # #<br \/>\n # # . . . . . . . . . . . # # # # # # # # # # # # # # #<br \/>\n # # . . . . . . . . . . . # # # # # # # # # # # # # # #<br \/>\n # # . . . . . . . . . . . # # # # # # # # # # # # # # #<br \/>\n # # # . # # # . # X # # # # # # # # # # # . . . . . . X<br \/>\n # # # . # # # . # . # # # # # # # # # # # # # # # # # #<br \/>\n # # # . # # # . # . # # # # # # # # # # # # # # # # # #<br \/>\n # # # . # # # . # . # # # # # # # # # # # # # # # # # #<br \/>\n # # # . # # # . # . # # # # # # # # # # # # # # # # # #<br \/>\n # # # . . . . . # . # # . . . . # # # # # # # # # # # #<br \/>\n # # # . # # # . # . # # . . . . # # # # # # # # # # # #<br \/>\n # # # . # # # . . . X . . . . . . . . . . . . # # # # #<br \/>\n # # # . # # # . # . # # . . . . # # # # # # . . . # # #<br \/>\n # # # . # # # . . . . X . . . . X . . . . . . . . # # #<br \/>\n # # # . # # # . # # # # . . . . # # # # # # . . . # # #<br \/>\n # # # . # # # . # # # # . . . . # # # # # # X # # # # #<br \/>\n # # # . # # # . # # # # . . . . # # # # # # . # # # # #<br \/>\n # # # # # # # . # # # # . . . . . # # # # # . # # # # #<br \/>\n # # # # # # # . # # # # # # # # . # # # # # . # # # # #<br \/>\n . . . . . . X . . . . X # # # # X # # # # # . # # # # #<br \/>\n # # # # # # # # # # # # # # # # . . . . . . . X . . . .<br \/>\n # # # # # # # # # # # # # # # # . # # # # # . # # # # #<br \/>\n # . . . . . . . # # # # # # # # . # # # # # . # # # # #<br \/>\n # . . . . . . . # # # # # # # # . # # # # # . # # # # #<br \/>\n <\/code><\/p>\n <p>Once I&#8217;ve had some well-needed sleep I&#8217;ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah &#8211; there&#8217;s loads of time left \ud83d\ude09<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/dungeon\/\" rel=\"tag\">dungeon<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/map\/\" rel=\"tag\">map<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/milestone\/\" rel=\"tag\">milestone<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/procedural-generation\/\" rel=\"tag\">procedural generation<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/tilemap\/\" rel=\"tag\">tilemap<\/a><\/p>","time":"December 12th, 2009 5:40 pm","title":"Milestone!"}