ABSTRACT

Bolstering a procedurally generated play environment with handcrafted content can add variety and depth to players' experience while at the same time guiding them to play and explore in a method that uses the best parts of game system. In Dungeonmans, the author used this technique to create multiple different and varied adventure zones, such as graveyards, fallen castles, crypts, friendly towns, mighty towers, and the good old-fashioned dungeon. In this chapter, the author presents a pair of examples that explain how the author built these areas, and the goal behind the design. The data is stored simply as text files, with ASCII characters representing tiles one to one. Keep the data simple, keep the data lean and purposeful and do not write an editor are some pertinent points gleaned over the development process of Dungeonmans.