Ok so, I'm making a 2d dungeon crawler and I want to randomize a map for it. Right now it's look like I'm going to use a Random Walk algoritm for the path, combined with a Perlin Noise for different the underworld enviroments (currently only 1, as I'm using my own shitty looking tile set consisting of only 1 rook image and 1 grass image, but whatever :D)
So in figuring out how random walks work, it looks like I'm supposed to do something along the lines of this:
*create two-dimensional array sized after the map.
*pick random start postion and end postiont (I chose to put these on opposite sides of the map, randomly distributed across its side.
*follow these steps until you hit your finish point:
*pick a direction to 'walk' at random (only up, down, left, right because you otherwise I'm left with diagonal passes which the player can't walk through)
*'walk' that direction for a random amount of steps (I randomize amount of steps first then walk one by one for bound checking later, rather than just drawing a line).
*Everytime you 'walk' on a tile, turn that tile to 1 from originally 0.
*repeat above steps until you hit your finish point.
This leaves me with too much open ground, and too much closed ground. What I'm looking for is a path covered with rooms, sort of, but I want to control how big the 'rooms' become. I don't want 'rooms' to get too big, which some become. So I want the feeling of being in an enclosed space, but also I want to use as much of the map grid as possible.
Is a random walk not suited for this? I was thinking about making every step have a certain width to it, maybe that could work.
Or maybe I'm just implementing it wrong! I'm not a math genious sadly ;P