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Random dungeon generator algorithm
Random dungeon generator algorithm












It will then create a random dungeon layout based on user parameters, and then create the dungeon using an algorithm similar to what you may find in a roguelike game (I already have one in mind).

#RANDOM DUNGEON GENERATOR ALGORITHM GENERATOR#

The basic concept will be that the generator will pick from a library of prebuilt rooms stored in its memory. It also saves time, and hopefully if this reaches an advanced stage, will be capable of creating far more interesting rooms then often seen in the vanilla dungeons. The purpose of the dungeon generator, would be a source of inspiration - rather then design the dungeon based on an idea, base your idea on the random dungeon layout. I found that a lot of the higher quality dungeons created by users tend to have rather unique designs (such as the Lost dungeons in The Ayleid Steps), but still have basic flaws such as sections not lining up properly, overlapping sections, etc. A static random dungeon generator, mostly for modders, to allow for the rapid creation of large, interesting dungeons. So, I want to bring the two worlds together. Obviously, a dungeon in TES4 is a whole world more interesting then a roguelike game like Nethack.

  • Generate On Start - Whether to generate a new level when play mode is entered.I've always been a fan of roguelike games - due to their random dungeon generation.
  • Random Generator Seed - Random generator seed that will be used when Use Random Seed is disabled.
  • Use Random Seed - Whether to use a random seed for each new generated level.
  • random dungeon generator algorithm

  • Disable Room Template Colliders - Whether to disable tilemap colliders of individual rooms, useful only when Copy Tiles To Shared Tilemaps is enabled.
  • Disable Room Template Renderers - Whether to disable tilemap renderers of individual rooms, useful only when Copy Tiles To Shared Tilemaps is enabled.
  • Useful for debugging in Scene view in the editor.
  • Center Grid - Whether to move the level so that its centre is approximately at (0,0).
  • Copy Tiles To Shared Tilemaps - Whether to copy tiles from individual room template to the shared tilemaps.
  • If left null, the default material will be used.
  • Tilemap Material - Material that will be used in Tilemap Renderers of shared tilemaps.
  • Uses the DungeonTilemapLayersHandler if not set.
  • Tilemap Layers Handler - Which tilemap layers handler should be used to initialize shared tilemaps.
  • Initialize Shared Tilemaps - Whether to initialize tilemaps that will hold the generated level.
  • Please see the Post-processing page to find detailed information about this configuration. Moreover, with very short corridor, it might even be impossible to generate a level with a high value of this parameter. Note: Higher values of Minimum Room Distance may negatively affect the performance of the generator. (This is good for when using rule tiles and weird things are happening.)
  • If equal to 2 - there must be at least one empty tile between walls of different rooms.
  • If equal to 1 (default) - walls from different rooms can be next to each other but not on top of each other.
  • If equal to 0 - walls from one room can occupy the same tiles as walls from a different room.
  • Minimum Room Distance - The minimum distance between non-neighbouring rooms.
  • random dungeon generator algorithm

    To make sure that the repeat mode is satisfied, please provide enough room templates to choose from. Note: If you provide too few room templates, they may repeat in generated levels even if you choose the No immediate or No repeat options.

    random dungeon generator algorithm

  • No repeat - All rooms must have different room templates.
  • No immediate - Neighboring room must have different room templates.
  • Allow repeat - All room templates may repeat in generated levels.
  • No override - Nothing is overridden, keep repeat modes from room templates.
  • Repeat Mode Override - Whether to override the repeat mode of individual room templates.
  • We may sometimes create an input that is too hard for the algorithm so it is good to stop after some amount of time with an error.
  • Timeout - How long (in milliseconds) should we wait for the algorithm to generate a level.
  • Root Game Object - Game Object to which the generated level will be attached.
  • If enabled, corridor room templates must be provided in the level graph.
  • Use corridors - Whether corridors should be used between neighbouring rooms.
  • Level Graph - Level graph that should be used.
  • Dungeon generator runner Configuration # Input config #












    Random dungeon generator algorithm