Essays about game development, thinking and books

Dungeon generation — from simple to complex

What we should get.

What we should get.

This is a translation of a post from 2020

This is a step-by-step guide to generating dungeons in Python. If you are not a programmer, you may be interested in reading how to design a dungeon [ru].

I spent a few evenings testing the idea of generating space bases.. The space base didn't work out, but the result looks like a good dungeon. Since I went from simple to complex and didn't use rocket science, I converted the code into a tutorial on generating dungeons in Python.

By the end of this tutorial, we will have a dungeon generator with the following features:

  • The rooms will be connected by corridors.
  • The dungeon will have the shape of a tree. Adding cycles will be elementary, but I'll leave it as homework.
  • The number of rooms, their size, and the "branching level" will be configurable.
  • The dungeon will be placed on a grid and consist of square cells.

The entire code can be found on github.

There won't be any code in the post — all the approaches used can be easily described in words. At least, I think so.

Each development stage has a corresponding tag in the repository, containing the code at the end of the stage.

The aim of this tutorial is not only to teach how to generate dungeons but to demonstrate that seemingly complex tasks can be simple when properly broken down into subtasks.

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Simulating public opinion in a game

The demonstration (in Russian) of a technical prototype of manipulating public opinion and explanation of how it works.

I continue participating in World Builders school. For the last month, I've created a technical prototype of game mechanics for manipulating public opinion.

You play as the chief editor of a news agency, who sends journalists on quests and publishes articles based on the results of investigations focusing on themes that you want to promote.

The top video is in Russian, so I'll go through the main points below.

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Preferences of strategy players

Looking at the survey data and trying to find something useful.

Looking at the survey data and trying to find something useful.

Recently I've conducted a survey about the preferences of strategy players.

In the previous post, we cleaned up the data, and in this one, we will try to find insights within it.

In this post you will find an interactive dashboard with a bunch of charts, where you can compare two samples of your choice. There are many samples — for every taste and color, so feel free to explore and share the patterns you find on Telegram and Discord.

But be careful with conclusions. There is little data, in some cases very little. For example, the difference between the sample sizes of male and female respondents is about tenfold => you should be very careful in interpreting the differences between them.

In general, do not take this post as a full-fledged study. I'm sure many analysts would have torn my hands off for such a thing. Then sewed them back and torn them off again :-D Use the post as an interface to the data, and make your own conclusions.

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Cleaning up the results of the strategy players survey

The survey was targeted at the fans of strategy games. It seems, I was able to find audience quite accurately.

The survey was targeted at the fans of strategy games. It seems, I was able to find audience quite accurately.

Recently I asked you to fill in a survey about strategy games.

Thank you to everyone who took the time to do this. It's time to share the results.

363 respondents filled in the survey. 304 answers remained after data normalization and cleaning.

There will be two posts:

  • This one — about the methodology of data collection and processing, and their cleaning. Cleaned data will be shared.
  • The next one — about the analysis of the results.

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