Pigeon Hole Stepping

Pigeon Hole Stepping

For 7DRL this year I developed a new map generation algorithm called Pigeon Hole Stepping.

Fill the map with walls

This map generation algorithm relies on negative building techniques. This concept will make more sense as the later steps are explained.

Dig Hallways

Essentially, we can assume that hallways that are parallel to each other are at least the length of a single room and up to two rooms apart in distance. Because of this assumption, we can make a random walker that will move around with this restriction in mind until map is filled completely.

Allocate Rooms

Assuming the

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ETB v4 Showcase

ETB v4 Showcase

Update, January 7th 2017

This showcase is now a debugging: true flag inside of Exploring The Bleak on engine.scene.viewport.

Original Post

Since beginning the fourth version of this game, I've always had it in my mind that testing, particularly Test Driven Development should be a guiding factor in how it should be made. Many projects get scrapped because their scaffolding is bad or their design lacks the proper structure to allow growth. Exploring The Bleak is not a tiny Javascript game, so structure is important.

I'm scaling a testing application for ETBv4 as features are added to the

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