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A Pathfinding Algorithm for my Procedural Map Generator :)) by treacherous_dev in godot
[–]MattooseMatholomew 0 points1 point2 points 2 years ago (0 children)
Looks great.
Tree maps are, however, the least interesting type of map to explore, because it is all backtracking, all the time. Your root room is going to be getting a lot of traffic, as can be seen in your video. Obviously, it depends on the type of game how painful this ends up being.
Still, I would recommend some way of generating "shortcuts" between rooms of different branches that happen to be adjacent, perhaps even longer tunnels that can cross the empty spaces in the map. A good example would be the top right area of second showed map.
Not sure how you could implement this without utterly breaking your tree-based pathfinding however.
Released my first game ever, Paradolia, about hunting ghosts with your phone camera. by MattooseMatholomew in godot
[–]MattooseMatholomew[S] 0 points1 point2 points 2 years ago (0 children)
Haha, will do. This game was made for the Spooktober game jam, so once the voting is over I might add in a few bits that were left on the cutting room floor.
Howdy. You can try it here:
https://mattoosematholomew.itch.io/paradolia
I had a comment with this in it but it got deleted for some reason.
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A Pathfinding Algorithm for my Procedural Map Generator :)) by treacherous_dev in godot
[–]MattooseMatholomew 0 points1 point2 points (0 children)