SKYRIM
Procedurally Generated Random Dungeons by Daemonjax
Skyrim » Modders resources and tutorials
Added: 19/03/2012 - 07:27PM
Updated: 25/03/2012 - 09:16PM

13 Endorsements

0.20 Latest version

132 Unique D/Ls

239 Total D/Ls

12,215 Total Views

Uploaded by Daemonjax

Description

Last updated at 21:16, 25 Mar 2012 Uploaded at 19:27, 19 Mar 2012

This is a work in progress, so don't get too excited yet. Currently, it's just the beginning of a POC (proof of concept) that this can actually work.

If you don't know what a procedurally generated dungeon is: http://en.wikipedia.org/wiki/Random_dungeon

I believe that it is possible to work around any engine limitations found. This will be updated regularly.


I'm making it available in its current form for these reasons:

1) To gauge public interest
2) To seek additional team members


Mods are fueled by comments/endorsements. So, please at least leave a comment.


IMMEDIATE PLANS:

0.2x: SAW the way from room A to room B (static rooms)
0.30: Have working navmeshes


CHANGELOG:
0.20: Solved issue where player warps back to the starting point after moving a certain distance.
0.19: Implemented random self avoiding walk (SAW) algorithm. (http://en.wikipedia.org/wiki/Self-avoiding_walk)
0.12: Corridor will randomly turn left or right upon entering the cell.


TOOLS USED:

TESVSnip: http://skyrim.nexusmods.com/downloads/file.php?id=5064