Procedural Content Generation Algorithms/Code Disclosure
With LD nearing, I figured I should disclose some of the source algorithms I might use. Basically, I’ve written a lot of procedural generation routines for Angband (where I’m a dev, and which is open-source) and I might reuse some of those algorithms. Angband is in C and I will be using Python so I won’t be taking any code directly, but I just wanted to let people know that level generation code, etc, is available.
I’ve also ported some name-generation code over into Python and have the source here for anyone to use. It’s pretty straight-forward… you give it a big list of “appropriate names” and it builds a Markov chain to randomly generate new names which “probably” have the same feel. It’s pretty nice. The code is at http://plastic-idolatry.com/ludum/namer.tgz and it’s public domain.
If I get any more code ported to Python before the contest starts I will post it here also (and in fact, I would be happy to share any procedural generation stuff I port even after the contest has started).
Good luck everybody!
EDIT: I also ported some labyrinth generating code, available at http://plastic-idolatry.com/ludum/maze.tgz. Got it finished just under the gun! (9:50 Eastern US time)
Tags: #ld48 #angband