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Member Since 27 Jul 2007
Offline Last Active Oct 21 2013 02:26 AM

Posts I've Made

In Topic: Cellular Automata - Remove isolated sections quickly?

25 January 2012 - 02:37 AM

Sprite-based rogue-like in XNA, eh? Seems like we have similar interests, my friend.

I was recently playing with CA-based cave generation as well. My approach was to connect isolated sections to my largest "cavern" with A*. In order to do so, I had to know where all my "caverns" were, so a variation of that may help you. My approach was to use a flood-fill to fill contiguous floor areas with a number that I could then use to identify the various rooms within my cave. I'm not sure how the performance will work for you since I used much smaller caves (60x30 or so).

I detail what I did on my blog here:

In Topic: Legend of the Rune Lords (XBLIG game) Article Series Available on my Blog

02 July 2010 - 10:41 PM

All told, it took about 5 months to finish the game.

Roughly 2 months for developing the basics of the game.
1 month for removing Old Spice references and fixing Xbox 360 platform support.
2 months for playtest and peer review.