Random level generators are great fun to make; there’s nothing quite like coding an algorithm that creates endless variations of maps and dungeons.
A typical random map generator might place rooms randomly around the place and connect them with corridors. Then the map might be filled randomly with inhabitants - monsters, treasure, NPCs and so on. This is simple and effective, giving players unpredictable yet interesting encounters in games. It’s an evergreen approach starting from rogue (1980) all the way up to the latest indie dungeon crawlers.
This can seem backwards though. One problem is that the layout often seems artificial; there’s not much reason or purpose for the rooms and the connecting corridors. Real locales would be filled with inhabitants, with paths connecting important destinations together. The paths are like arteries; they are inextricably linked to the design of the whole place.
So I thought a fun experiment would be to make a random level generator that builds such a map via simulation: fill it with virtual inhabitants, who need to go from A to B, find out what paths they need via pathfinding, and create the paths based on travel patterns. Let’s see how this goes!
First, I start with a simple “village” generator - just a bunch of buildings scattered randomly around the place.
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