Well I am working on a project I dubbed Random RPG. It is basically a retro style(I use the NES color pallete and 25 color limit) RPG that is visually very much like the original Dragon Warrior games on the NES. Now I created a random continent generator(tile based) I am very proud of. My problem is trying to come up with solutions for how to place the towns and dungeons. The problem comes down to not just finding the best locations but also how to space them correctly.
For example, imagine my generator created a moutain range that surrounded plains tiles. My generator does this quite often and if it is not by mountains, it is by a combination of mountains and water. Like this.
Now it would be in my best interest to figure out the easiest way of checking for where these locations are so I can place a high tier dungeon or town that would only be accessible later in the game, when the player acquires a flying form of transportation. Each type of tile is represented by a number and the entire continent is really one big array of integers. I have a seperate array with the tile information(tile world location, tile type etc.) in another array the same size which gathers all the integer arrray information once the world is generated. So if my continent is a map 256x256 I add 256 to an index in the integer array to check the tile directly north, - 1 for the one directly left and so on. From what I explained could anyone help me come up with some ideas for how i can tackle this probem?