Inspiration

The main reason for starting work on this project is the experience of creating homebrew content role-playing games like D&D or Pathfinder. The complexity and need to draw game maps by hand for created companies led to the idea of this project development. Moreover, it is not tied to the D&D itself and does not use its mechanics, it/it presents just a procedural map generator. It's not the only idea either - we have some more ones for a few more similar generators and many other useful programs.

What it does

It creates cave maps for role-playing systems such as D&D and Pathfinder with quite flexible settings and the ability to save them in an importable (.Cave) format so that in the future you can load this map into this program or one of the planned ones and modify it. Also saves occur in (.png) format for direct use of the map.

How we built it

We used Visual Studio Code to write in C# and Unity2020.3.30f1 to create, build and compile the project.

Challenges we ran into

The building was originally a task with an asterisk (We didn't know the development environment (Unity) well as it was our first 'serious' project in it). At first, we wrote the core of the generator itself, which generated caves without an interface, displaying them in the terminal, then we began to transfer everything slowly to Unity. Then, there was only a generator page, but as development progressed, download pages, a main menu, and a function for generating roads between caves separately from caves appeared and soon save option. But 'the main' problem was uploading on Git Hub :) (so we started uploading the project in the middle of its development), that's why before we started using Git Hub we had some issues with how to connect versions of two projects that were written in the same time but developing different stuff. Because of this, the project for us was more of a task to learn a new development environment in two days and try ourselves in a new field, rather than creating something revolutionary. True, knowing that the idea is simple as a cork, we did not find anything similar in the public domain (that would satisfy all our requirements and have necessary features).

Accomplishments that we're proud of

This is our first hackathon in such a field and with such a team! So we are just glad and proud that we were able to do a good part of our plan and learn a lot of useful skills, as well as try ourselves in a new field. It was a big challenge and we passed it!

What we learned

We learned how to work as a cohesive team and create applications on Unity, as well as a lot about C# and git.

What's next for Cave Generator

We plan to create an optional generation of underground rivers, lakes, lava pools, and some creatures (like monsters), as well as treasures, and add a little more flexibility and diversity to the generation.

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