Commit d3749be7 authored by Christopher Silva's avatar Christopher Silva

replace cave_map and maze_map pictures & add alt text

parent f0e84968
......@@ -37,16 +37,16 @@ This seemed to work well enough for me.
## Map Generator
After reading about a bunch of different map generation algorithms I decided to use the alogorithm described by Bob Nystrom [here](http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/).
![](/img/maze_map_pt1.png)
![place non-overlapping rooms randomly](/img/maze_map_pt1.png)
1. place non-overlapping rooms randomly
![](/img/maze_map_pt2.png)
![fill the empty areas with mazes](/img/maze_map_pt2.png)
2. fill the empty areas with mazes
![](/img/maze_map_pt3.png)
![fully connect the regions (rooms and mazes)](/img/maze_map_pt3.png)
3. fully connect the regions (rooms and mazes)
![](/img/maze_map_pt4.png)
![remove the dead ends of the mazes](/img/maze_map_pt4.png)
4. remove the dead ends of the mazes
I have made some tweaks to the maze fill algorithm to reduce the windy-ness since these screenshots were taken, but I didn't want to pull out my current generator and make a wrapper to output each step again.
......@@ -202,5 +202,5 @@ This week I will be working on the ui. I want to add a ui struct on top of the R
This is where I am at right now. I made this post so that I could put my thoughts in one place and hopefully get some advice on different aspects that I am having trouble with.
Here are some screenshots of the current game
![](/img/maze_map.png)
![](/img/cave_map.png)
\ No newline at end of file
![maze map level](/img/maze_map.png)
![cave map level](/img/cave_map.png)
\ No newline at end of file
......@@ -225,16 +225,16 @@ This seemed to work well enough for me.</p>
<p>After reading about a bunch of different map generation algorithms I decided to use the alogorithm described by Bob Nystrom <a href="http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/">here</a>.</p>
<p><img src="/img/maze_map_pt1.png" alt="" />
<p><img src="/img/maze_map_pt1.png" alt="place non-overlapping rooms randomly" />
1. place non-overlapping rooms randomly</p>
<p><img src="/img/maze_map_pt2.png" alt="" />
<p><img src="/img/maze_map_pt2.png" alt="fill the empty areas with mazes" />
2. fill the empty areas with mazes</p>
<p><img src="/img/maze_map_pt3.png" alt="" />
<p><img src="/img/maze_map_pt3.png" alt="fully connect the regions (rooms and mazes)" />
3. fully connect the regions (rooms and mazes)</p>
<p><img src="/img/maze_map_pt4.png" alt="" />
<p><img src="/img/maze_map_pt4.png" alt="remove the dead ends of the mazes" />
4. remove the dead ends of the mazes</p>
<p>I have made some tweaks to the maze fill algorithm to reduce the windy-ness since these screenshots were taken, but I didn&rsquo;t want to pull out my current generator and make a wrapper to output each step again.</p>
......@@ -437,8 +437,8 @@ Would still let me have npcs change levels, but without as much of a performance
<p>This is where I am at right now. I made this post so that I could put my thoughts in one place and hopefully get some advice on different aspects that I am having trouble with.</p>
<p>Here are some screenshots of the current game
<img src="/img/maze_map.png" alt="" />
<img src="/img/cave_map.png" alt="" /></p>
<img src="/img/maze_map.png" alt="maze map level" />
<img src="/img/cave_map.png" alt="cave map level" /></p>
<br>
......
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