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2008-03-13 at 00:39

Plans > 3.1 > DungeonGeneration

The dungeon generation code in Angband hasn't been touched in a long time. There are, as such, some issues with it.

  1. Levels are not similar enough. In particular, level feelings are almost required to stop you trekking through miles of unrewarded passages. Guarantees of so-many things happening at such a level are too predictable, but generally dungeons should be less extremely variable. This would allow removal of preserve.
  2. Levels are not different enough. All levels are generated the same size, since Ben. It would be good to have variable-sized dungeons, such that levels rarely went over 4/5 the current size and sometimes could be as small as a single screen. New kinds of pits and rooms would help also (even arena, and cavern levels). Maze levels where you are trying to get to a special room/vault at the end of it. Angband 2.4 had special quest levels. OAngband has interesting rooms. etc etc.
  3. There are too many things. There are too many monsters generally. Pits need to be reduced in size (S goes from 5x19 -> 3x7). Fewer objects should be found on floors.