Having come off of 7DRL last week I decided to work on a level generator based on 2D binary space partitioning trees, a classic data structure for making roguelike dungeons.
I didn't get as far as digging tunnels or adding other features like doors, stairs, other tile types etc. I just got as far as digging out the rooms.
I was inspired by the simplicity of the implementation Haskell helped me discover... so I can safely say that learning Haskell may help you write better code in other languages.
Refresh to generate a new level.
- Generate BSP: 20 mins
- Add TileMap: 15 mins
- Add level generator: 20 mins
- Render TileMap + debugging: the rest of the time