- Booted up game
- Got a stone sword
- Went into a mystery dungeon
- Got rekt.
No but on a serious note, cool mod! I did not get any crashes or bugs on me. Looking forwards to bosses! Also, you should ensure that the chest in the final room has better loot than the others, I got some wood and a carrot. I don't know if this is fixed as you play longer with the mod. Anyway, there were some stuff I noticed too.
Let's start with the details shall we?
- First of all, mcmod.info. Make one.
- The thread could use some fixing, but it works for now.
Now to the more "serious" stuff:
The generation algorithm is waaay too generic, I have a suggestion as for what you can do to spice it up a bit. Basically, there is an algorithm (don't remember the name) that let's you generate dungeon layouts pretty well. I'll explain with pictures (Won't code it, don't know java).
I'll walk you through it in 11 steps (see the image attached for reference).
1. Make a box. This box is the size of the whole dungeon. (if 4x4 dungeon I recommend about 200 - 300 blocks) The size should be random
2/3. Split the box vertically within a set limit (to prevent the rooms from becoming too small. Yous hould prolly have at least a 7x7 or 8x8 limit for the lowest rooms, so if you split into 4x4 rooms like done here you should probably have the limits be about 30 blocks from each edge.)
4/5. Split it horizontally within a set limit. You now have 4 rooms. That is, a 2x2 dungeon. A little note, I derped here. you should split EACH OF THE TWO rooms you made in step 2/3, not the whole box.
6. Split each room within a set limit. You can choose to randomize horizontal and vertical.
7. Again, split each room. Make sure the final rooms are bigger than 7x7 or 8x8 (You can actually stop it from being too small by just not splitting small rooms, this would allow for some more variety in room placement)
8/9/10. Split every single wall except for the border of the box once. That is, make a hole in it so the player can walk through.
11. (optional, adds more variety) Fill in some blocks from every wall, making sure not to block the tunnels between each room.
Overall this is a pretty good concept that has been executed decently. Can't wait to see future updates!
(I have a video demonstrating a generation algorithm I made in this style once, I'll se if I can find it)
EDIT: Found it. it's pretty buggy, but shows it off. (that is without 11)