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Add an Procedural Generation Feature? #56
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See DiceRoom.tscn, it shows an example of room generation. |
Would this work for map randomizers? I want to be able to mix and match all the available rooms. I'm making a remake of Metroid 1 but want to add some modern updates. Super Metroid map randos seem to be quite popular. Also wondering if it's able to randomize the collectibles too? |
You can randomize the map layout by re-arranging map data. There are no public methods for that, but you can achieve it with some tinkering. |
I would imagine the randomization of the map data doesn't handle matching doors/elevators? So it would be trial and error to find usable seeds, correct? |
Room rearranging would be implemented outside MetSys systems. You'd have to make a catalog of all rooms and their connection patterns (door height etc.) to make sure they match correctly, then arrange a map. MetSys will handle the room transitions automatically from the new map. |
This System is perfect but has only one thing that I need for an Roguelike Game:
Procedural Generation for the Minimap.
This would be amazing if this is possible.
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