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Details

DungeonGenerator

Max Size

The number of rooms the generator will try to generate. When the number is reached it will stop.

Try Force Room Count

If this is enabled the generator will favor rooms with more connectors if the connector count gets low during generation. This increases the odds of getting a complete dungeon.

Only Accept Full Dungeons

If enabled the generator will retry if it cant reach the target size.

Connector Order

The Connector order is the order in which the generator will choose what connector to generate next.

Once a connector is chosen to generate it will try to find a room that fits, if it does it will then add that room's connectors last in the list. This setting lets you choose what order it will continue generating.

  • A value of 0

Uses the first connector in the list. First in, First out.

Example with a room count of 5

  • A value of 0.25

Randomly chooses between the first half of the connectors to allow some randomness.

  • A value of 0.5 (Random)

Randomly chooses a connector in the list.

Example with a room count of 5

  • A value of 0.75

Randomly chooses between the second half of the connectors to allow some randomness.

  • A value of 1

Uses the last added connector in the list when generating. This will result in a long string of rooms since it will only loop back to previous connectors if one is obstructed. Last in, first out.

Example with a room count of 5

Generation Speed

  • Instant – Generates the whole dungeon in one go.
  • Per frame – Spreads generation over multiple frames.
  • Slow – Generates the dungeon with a set time delay between each step.

Advanced Settings

Connect Accidental Connectors

When true checks unused connectors after generation and connects the ones that are accidentally positioned correctly in pairs. This can create a more non linear dungeon but also requires correct alignment.

Allow Room Overlap

Skip bounding box checks when generating.

Room Attempts

The amount of room placement attempts a connector performs until it gives up.

Other Connector Validation

text - None – No extra validation. - Structure Type – Only connect connectors with the same structure type. - Connector Type – Only connect connectors with the same connector type.

Room

Buttons

  • Calculate Bounding Box - Is only show if the BoundingArea is empty. Calculates the room size by the connectors. (This is not perfect and will most likely require tweaking)
  • Add Connector - Creates a connector and adds it to the list. It can be done manually so this is just a way to to it quicker.
  • Link All Connectors - Rebuilds the connector list with all connectors in the room.

Connectors

All connectors used in this room. If a connector is not in this list it will not be used.

Connector

Room Weighted List

The list of rooms that is used to find a room to connect to.

Connector Type

Connector types must match for connectors to connect. This allows you to use the same Weighted List with different connection types. For example this can be used for differently sized doors.

Priority

This controls how prioritized this connector should be when a connector is to be chosen from this room. For example if you want to generate a special section every time a room is generated you can use this.

List Doors

Can be switched between a normal list or a WeightedList in Advanced Settings

A list of the doors that can be placed at connectors between rooms. A random one is chosen per connection pair.

List Wall Plugs

Can be switched between a normal list or a WeightedList in Advanced Settings

A list of the "WallPlugs" that will be used when the dungeon fills in unused connectors. This will usually be a wall or a locked door, so there are no open connectors out of the dungeon. A random one is chosen from the list

Gizmo Size

Controls the display size of the connector gizmo.

Weighted List

A list with weights defining how common the entries should be. The list can be used to get a random entry based on the weights.

For example if room A has a weight of 1 and room B a weight of 2. Then room B has a 2/3 chance of being selected.