Addon ID

  • salmanshh_advdrunkenwalkers

Info

Statistics

  • Download count8 total downloads
  • Latest download count 8 downloads of latest version
  • Average download count2 downloads per day average

Owners

read the documentation here

github.com/SalmanShhh/C3Addon_Advanced-Drunken-Walker/blob/main/Guide.md

You can support me via

- patreon.com/c/SalmanShh

- paypal.com/paypalme/SalmanShh

- ko-fi.com/salmanshh

The problem this addon solves

A drunkard's walk is famously simple to describe and famously fiddly to build in event sheets. The naive version, pick a random direction, move, mark the cell, repeat, takes an Array object, a loop and twenty minutes. Then the real requirements arrive. Corridors should wind gently instead of jittering, so you need heading state and a turn-angle clamp instead of choose(0,90,180,270). Diagonal movement should be optional. Walks must stay inside bounds without hugging the border. You need six walkers with different personalities, not one. And every random() call you just wrote has made your level unreproducible.

Placement is the same pain in a different costume. Scattering coins "along the path, roughly every eight steps, but not too close together", placing enemies "only in open interior areas" and pushing torches "only against walls" each become their own pass over the Array with their own distance checks. All copy-pasted, all easy to desynchronise from the carve pass, and all consuming random() calls in an order you can no longer reason about.

Advanced Drunken Walker replaces that with one contract. You describe walkers and mark passes as data, the plugin executes them deterministically against one seeded random stream, and it hands you the results as iterable cells and tagged marks. Adding a third walker, a fourth decoration pass or a "hard mode uses 40% more enemies" variant becomes a parameter change instead of an event-sheet rewrite, and the seed still reproduces the whole map including placement.

Scenarios Where This Addon Excels

- Organic, non-rectangular level layouts. When rooms-and-corridors feels too rigid, a drunkard's walk is the classic answer. Caves, burrows, mines, ant nests, coral and root systems all fall out of a few walkers with the right direction count and turn limit.

- Daily-seed and shareable-code content. Because every cell and every placement derives from one seed string, "today's dungeon" or an eight character level code reproduces the entire experience, floors and coins and enemies alike, on every player's device.

- Animated, watch-it-build generation. Walkers can be stepped a few cells per tick, so "the map draws itself" title screens and digging animations use the exact same engine that builds the real level.

- Placement rules you would otherwise hand-roll. Minimum spacing, "only in open areas", "only against walls" and "roughly every N steps along this path" are parameters here, not nested sub-events full of distance checks.