Yeah. If there’s some kind of algorithm that makes paths I could make better tiles.
What I made so far is for really simple and ‘dumb’ generation. Like, the game doesn’t have to do anything but slap the tiles next to each other. That’s the easy way to do it, but it ends up kinda samey and grid-like. It’s also possible for there to be rooms that are completely sealed off, or even whole sections of the map if the RNG is being mischievous. That would kinda suck for someone going into a lab, but it would really suck for a lab start if a player spawned in a closet that was only connected to another closet. (My answer was to put telepads in areas that might get sealed off, so they could at least get out, if not get back in again.)
Also, because every tile has to connect to every other tile, there is only one type of ‘plug’ at the edges. That really limits how much you can vary the rooms on a 24x24 grid. If you look through the example jsons, you can see they’re variations on just a few themes. But if there was a network of tunnels, I can make different types of edges, and thus more types of rooms/more expansive rooms.
Here’s an example pic to show what I’m talking about:
I could make a set of tiles for main hallways that go straight, T intersection, 4-way intersection, dead end, and curve. Each map tile would have one type of edge allowing passage (marked here in green carpet) and another type for blocked edges (marked in red). In this pic along the north and east faces those edges would just end very abruptly, so there would also have to be another set with a red edge and an outer/rock edge.
So, a hallway might look like this. (t)unnel (L)ab (e)dge and edge with ©orner.
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That makes for a pretty huge lab. We could make it more compact, but then I’d have to figure out every combination of red/green/rock edges a tile could have -which is probably a lot. Or I could add more deadspace to the tiles, making a lab that’s spread out over a big geographic area, but which is made up of tight tunnels and smaller rooms embedded in solid rock.
Edit:
Here’s a better/more compact way to do the same thing.
(t)unnel, (e)dge and edge with ©orner.
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ete
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etc
etc
ANd a picture. Green and red edges for tunnel tiles. Red, purple, and white edges for the outer labs.