Generating Caves By Accident?

The interesting aspect of creating highly modular, adaptive code is that you can mess around with different settings and setups to create something that was not intended. Here is a perfect example of this, generating caves by simply tweeking some settings in the generation process. In this case, the corridor width was set to a very high number, which caused what you see in the screenshot below.
How this is used is then up to the developer, by adding specific room modules that are more oriented to cave designs (e.g. that the rooms most likely won’t have any walls).

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