Dungeon Generator

The dungeon generator provides a simple way to quickly generate a maze-like map. Simply provide a tileset for the generator, and the rest will be handled for you.

A number of tilesets have been pre-made, ready to use, and available as community packages.

They are:

  • Dungeon Generator Grid Shooter Tileset
  • Dungeon Generator Grid Obby Tileset
  • Dungeon Generator Castle Tileset
  • Dungeon Generator Jungle TIleset

** Tileset samples*

Jungle: Dungeon Generator - Jungle Sample (crayta.com)
Castle: Dungeon Generator - Castle Example (crayta.com)

Usage

Using the dungeon generator is simple.

  • Install the Dungeon Generator package
  • Drag the Dungeon Generator template into the world
  • Install a pre-made tilset, all named Dungeon Generator Tileset - <Name> in community packages
  • Drag the tileset template onto the Tilesets script folder on the Dungeon Generator
  • Set the dimensions of your map on the Generator script folder, and preview the map

Here a quick video showing what to do:

I’ve created a number of blueprints to exemplify what can be done with this package:

Dungeon Generator: TDM

A TDM blueprint that leverages the default TDM package, follows the steps above, and installs the Grid Shooter Tileset, provided a dynamically generated map between each round.

Find it by searching Dungeon Generator: TDM in blueprints

Dungeon Generator: CTF

A CTF blueprint that leverages the default CTF packages, following the steps above, and installs the Grid Shooter Tileset, provided a dynamically generated obstacle course.

Find it by searching Dungeon Generator: CT in blueprints.

Dungeon Generator: Obstacle Course

An obstacle course blueprint that leverages the default obstacle course package, following the steps above, and installs the Grid Obby Tileset, provided a dynamically generated obstacle course.

Find it by searching Dungeon Generator: Obstacle Course in blueprints.

Creating A Tileset

Creating a tileset is just as easy as implementing the generator.

First, create a script folder under the Tilesets folder on the Dungeon Generator. Add the dungeonGeneratorTilesetScript to it.

Next, choose the dimensions of your tiles. The example packages all have tile dimensions of 500x500, which is 20x20 in grid-space.

You can determine the size of your tile by using the volume select tool, and multiplying the dimensions by 25.

Once set, create any number of floor and wall tiels you desire, matching the dimensions that you’ve specified in the tileset properties. Add these tiles to the floors or walls property on the tileset script.

Quick video: https://cdn.discordapp.com/attachments/400704771197108235/944937347714252800/Crayta_2022-02-20_07-51-42_1.mp4

Weighting

If you want a single tile to be more present than other tiles, you need to weight the random generator in favor of your biased tile. To do this, simply add the tile to the available walls or floor again.

For example, if you have 2 walls:

A
B

Then each wall has a 50% chance of being rendered. If you weighted these to favor A, you could set your properties to be

A
A
B

Now, template A has a 66% chance of being chosen, rather than 50%.
You can use this fact to weight various tiles to attain the look you’re going for.

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