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This repository has been archived by the owner on Jul 16, 2022. It is now read-only.

Roadmap

Timberjaw edited this page Dec 7, 2011 · 2 revisions

The list below contains the planned path of Dungeonator's development. Dungeonator is currently in Phase 1, with version 0.0.4 "Great Hall" in development. You can view the planned feature set and detailed progress in the "Great Hall" Milestone on the issue tracker.

Phase 1

  • 0.0.1 “Flatland” - Flat, featureless terrain generation with bedrock and stone base. [Done]
  • 0.0.2 “Labyrinth” - Simple NESW tile-based generation and edge/entry matching. Effectively an infinite random maze. Experiment with storage and import mechanisms for tiles, via in-game editor. [Done]
  • 0.0.3 “Compass Rose” – 12-exit tile-based generation and matching. More complex pathways can emerge. Experiment with exit weighting to vary likelihood of loops and overall difficulty of traversal. Experiment with procedural generation for passage chunks. [Done]
  • 0.0.4 “Great Hall” – Multi-chunk rooms. Candidate selection based on exit and wall compatibility. Experiment with size weighting and need for chunk pre-reservation. [25%]
  • 0.1.0 – Revisit design and formulate further goals [Not Started]

Phase 2

  • We will see...
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