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So I've been working a lot on a game recently and I was
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So I've been working a lot on a game recently and I was wondering if you guys could give me a little input on map generation. currently at this point a bunch of rooms are placed around the map with no check for overlapping (I think it looks better). Then paths are drawn from point A to B where A is at least 40 away from B.

Is there a better way of going about room generation for a rogue-like game? I have been doing a good amount of searching, but everything I've found is roughly how I'm already doing it or isn't dynamic at all.
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>>55187310
little note, the game has fog of war so the area that I walked around is all you can see.
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>>55187310
DId you ask /agdg/?
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Looks cool. Hmu when it's done
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>>55187379
yes I did after I posted this and saw there was a thread for this kind of stuff.

I found what I was looking for, please let this thread die.
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>>55187310
If you just overlap rooms like that, it might be hard to place entrances/hallways. Can you give a github?
Thread replies: 6
Thread images: 1

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