Add an Procedural Generation Feature?
This System is perfect but has only one thing that I need for an Roguelike Game: Procedural Generation for the Minimap.
This would be amazing if this is possible.
See DiceRoom.tscn, it shows an example of room generation.
Would this work for map randomizers?
I want to be able to mix and match all the available rooms.
I'm making a remake of Metroid 1 but want to add some modern updates.
Super Metroid map randos seem to be quite popular.
Also wondering if it's able to randomize the collectibles too?
You can randomize the map layout by re-arranging map data. There are no public methods for that, but you can achieve it with some tinkering. Collectibles can't be randomized using MetSys, but since they are part of the game's maps, it falls onto the game itself to handle that and usually isn't complicated.
You can randomize the map layout by re-arranging map data. There are no public methods for that, but you can achieve it with some tinkering. Collectibles can't be randomized using MetSys, but since they are part of the game's maps, it falls onto the game itself to handle that and usually isn't complicated.
I would imagine the randomization of the map data doesn't handle matching doors/elevators?
So it would be trial and error to find usable seeds, correct?
Room rearranging would be implemented outside MetSys systems. You'd have to make a catalog of all rooms and their connection patterns (door height etc.) to make sure they match correctly, then arrange a map. MetSys will handle the room transitions automatically from the new map.
In cc5dd15f3cb1c3c14942ffbfc2497cc7490e1df8 I improved room loading API and the map generation in example project. You no longer need to save the generated maps as scene files.