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Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.1
« on: December 06, 2013, 02:36:41 AM »
Thanks for the feedback, but I have no plans to continue this project myself. I went back and included the source in the zip for those who may wish to continue with what I started.

Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.1
« on: August 31, 2013, 08:23:42 PM »
Awesome, I'm glad it worked :).  I will be sure to slip in those tower flowers and gargoyles in the next update.  I'll be honest though, I plan on taking a break from this project for a bit.

Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.0
« on: August 31, 2013, 06:17:54 PM »
Thanks for the feedback!  I will see about fixing some of these problems soon. 

Custom Maps / [Campaign] Rogue-like Dungeon Generator v1.1
« on: August 31, 2013, 03:05:27 AM »
I thought Hammerwatch would be great as a rogue-like game with randomly generated levels.  So I made a random campaign generator, in Java!

  • Fully random dungeons, with shops, doors/keys, power-ups, and lots of monsters.
  • Many parameters are configurable using the included parameters.txt file, such as number of levels, level sizes, monster difficulty, etc.
  • In the spirit of rogue-like games everywhere, you only get one life!

Wishlist (I may or may not get around to including these)
  • More dungeon features, like traps, secret passages, bosses.
  • More kinds of level layout styles, like labyrinths
  • Some kind of story
  • A better ending. (the current one is just a placeholder)
  • Aesthetic touches

Get it here: (includes a sample randomly generated campaign)

Must have Java installed - simply extract everything into a single folder (anywhere) and run the included GenerateCampaign.bat and it will create a random campaign in the Hammerwatch levels folder automatically.

Note: If you have a non-standard C: drive steam installation you will have to update the path in parameters.txt.

v1.1 changes:
  • Fixed multiplayer level exit glitch. (dead teammates re-spawn when you progress to the next level)
  • Keys now match at least one locked door on each level. (sometimes there are 2 locked rooms and only 1 key)
  • Attempted to fix Linux/OSX path problems, though I was only able to test on windows.

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