{"author_name":"Henry McLaughlin","cat":"LD #16 - Exploration - 2009","comments":[],"epoch":1260637860,"likes":0,"metadata":{"p_key":"72099","p_author":"Henry McLaughlin","p_authorkey":"979","p_urlkey":"107921","p_title":"Article on Procedural Dungeon\/Map Creation","p_cat":"LD #16 - Exploration - 2009","p_event":"LD16","p_time":"1260637860","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"979","us_name":"Henry Mclaughlin","us_username":"pycron","event_start":"1260489600","event_key":"2","event_name":"LD16"},"text":"<p>I found <a title=\"Grid-Based Dungeon Gneration - Roguebasin\" href=\"http:\/\/roguebasin.roguelikedevelopment.org\/index.php?title=Grid_Based_Dungeon_Generator\" target=\"_blank\">this article<\/a> on Roguebasin, that I thought might be of interest to folks creating indoor environments procedurally.<\/p>\n <p>The method described works by dividing the map into grid &#8220;cells&#8221; containing an area of map tiles, and how to use that to create a procedural world efficiently and simply. Worth a read, I&#8217;d say.<\/p>","time":"December 12th, 2009 12:11 pm","title":"Article on Procedural Dungeon\/Map Creation"}