Create Endless Dungeons with Ease

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Create Endless Dungeons with Ease

Table of Contents:

  1. Introduction
  2. Flaws in the Random Dungeon Generation System 2.1 Occasional Openings Leading to the Infinite Scene Space 2.2 Fixing the Openings in the Dungeon
  3. Creating a Closed Room to Prevent Escaping the Dungeon
  4. Fixing the Entry Room Clogging Issue
  5. Increasing the Chance of Spawning a Certain Room
  6. Adding an Exit Room and Spawning a Boss
  7. Optimization - Removing Useless Spawn Points
  8. Conclusion
  9. Expansion Possibilities
  10. Requesting Help and Support
  11. Like and Subscribe!

Introduction Welcome back to Black Thorn Prod. In this final episode of the random dungeon generation tutorial series, we will focus on fixing the remaining flaws in our system and adding some exciting features to enhance our dungeon. So let's dive right in!

Flaws in the Random Dungeon Generation System Our system has been generating a cool random dungeon so far, but it still has a few flaws that need fixing. The main issue is the occasional openings that lead to infinite scene space. This can be problematic for the gameplay experience.

Occasional Openings Leading to the Infinite Scene Space To fix the openings in our dungeon, we need to address the collision between spawn points. Currently, when spawn points collide with each other, they don't have enough time to spawn a room before being destroyed, resulting in openings.

Fixing the Openings in the Dungeon To fix this issue, we will implement a check in our code. We will verify if the collided object has a spawned variable set to false and if the spawn point also has a spawn variable set to false. If both conditions are met, we will instantiate a wall to block off the opening.

Creating a Closed Room to Prevent Escaping the Dungeon To create the wall that blocks off the openings, we will add a public game object variable called "closedWall" to our room template script. This closed wall will have the same size as a room, ensuring that the player cannot escape the dungeon.

Fixing the Entry Room Clogging Issue Currently, the entry room gets clogged up with closed rooms because the entry room spawns four rooms simultaneously, and their spawn points collide with each other. To solve this, we will add a new spawn point called "destroyer" to the middle of the entry room. This spawn point will remove any colliding rooms, preventing the entry room from being crowded with closed rooms.

Increasing the Chance of Spawning a Certain Room If you want to increase the chances of a specific room spawning in your dungeon, you can easily do so by dragging and dropping it multiple times in your arrays. This simple technique gives you more control over the dungeon's composition.

Adding an Exit Room and Spawning a Boss To create an exciting end to our dungeon, we will use lists, which allow us to have dynamic arrays. Each spawned room will be added to a rooms list, and the last room added to the list will be designated as the exit room. We will also spawn a boss in this room to challenge the player.

Optimization - Removing Useless Spawn Points To optimize our system, we will remove useless spawn points after a certain amount of time. This prevents the scene from cluttering up with unnecessary spawn points, which can consume memory space and lead to lag.

Conclusion After implementing all the necessary fixes and adding new features, our random dungeon generation system is now more robust and enjoyable. We have addressed the occasional openings, prevented the entry room from getting clogged up, and added an exit room with a boss encounter. The system is now ready to provide players with thrilling dungeon adventures.

Expansion Possibilities This tutorial series has provided the foundation for a simple random dungeon generation system. However, there are countless possibilities for further expansion. For example, you can explore ways to generate different-sized rooms, create more complex room structures, or populate rooms with random monsters and items.

Requesting Help and Support If you encounter any bugs or need assistance, don't hesitate to ask for help. We are here to support you and provide solutions as quickly as possible.

Like and Subscribe! If you enjoyed this tutorial series and want to stay updated with future in-depth game dev videos, don't forget to hit the like and subscribe buttons. Your support motivates us to create more content and share our knowledge with the community.


Fixing Flaws in our Random Dungeon Generation System

Welcome back to Black Thorn Prod! In this final episode of the random dungeon generation tutorial series, we will focus on fixing the remaining flaws in our system and adding some exciting features to enhance our dungeon. Let's dive in!

Occasional Openings Leading to the Infinite Scene Space

One of the flaws in our random dungeon generation system is that it occasionally creates openings that lead to infinite scene space. This can disrupt the gameplay experience and make the dungeon less immersive. To fix this issue, we need to address the collision between spawn points.

Fixing the Openings in the Dungeon

To fix the openings in our dungeon, we will implement a simple check in our code. We will verify if the object that the spawn point collided with has a "spawned" variable set to false. We will also check if the spawn point itself has a "spawn" variable set to false. If both conditions are met, we will instantiate a wall to block off the opening.

This fix ensures that when spawn points collide with each other, they don't create openings in the dungeon. Instead, any colliding spawn points will be blocked by a wall, ensuring that the dungeon remains enclosed and cohesive.

Creating a Closed Room to Prevent Escaping the Dungeon

To further prevent players from escaping the dungeon, we will create a closed room. This closed room will serve as a barrier, guaranteeing that the player cannot exit the dungeon prematurely. We will add a public game object variable called "closedWall" to our room template script. This wall will have the same size as a room, ensuring that it completely blocks off any possible exit points.

By adding this closed room, we can ensure that our dungeon remains challenging and that players have to explore every part of it before finding the exit.

Fixing the Entry Room Clogging Issue

Currently, the entry room of our dungeon gets clogged up with closed rooms. This happens because the entry room spawns four rooms simultaneously, and their spawn points collide with each other. To solve this issue, we will add a new spawn point called "destroyer" to the middle of the entry room.

The "destroyer" spawn point will remove any colliding rooms, preventing the entry room from being crowded with closed rooms. This ensures that the entry room remains accessible and that the player can progress through the dungeon smoothly.

Increasing the Chance of Spawning a Certain Room

If you want to have a higher chance of a specific room spawning in your dungeon, you can easily achieve that by dragging and dropping the desired room multiple times in your arrays. This simple technique allows you to customize the composition of your dungeon and create unique gameplay experiences.

By increasing the number of times a room is present in the arrays, you effectively increase its probability of spawning. This gives you more control over the overall structure and atmosphere of your dungeon.

Adding an Exit Room and Spawning a Boss

Now that all the foundational fixes have been implemented, let's focus on adding some exciting features to our random dungeon. We will create an exit room and spawn a boss in it to provide players with a challenging final encounter.

To achieve this, we will use lists, which are dynamic arrays that allow us to add and remove elements at runtime. Each spawned room will be added to a "rooms" list, and the last room added to the list will become the exit room. We will also use this list to determine the position of the boss spawn.

To implement this, we will add a public List of type "game object" called "rooms" in our room template script. In another script called "add room," we will add the spawned room to the "rooms" list using the reference to the room template script. This ensures that each room is added to the list as it is spawned.

Once we have the "rooms" list, we will create a condition in the update function of the room template script. We will check if the wait time is zero or below. If it is, we will check if the current loop index is equal to the number of elements in the list minus one. This indicates that we are at the last room in the list. If this condition is met, we will instantiate the boss in that room's position and mark the "spawnedBoss" variable as true.

By implementing these changes, we ensure that the exit room spawns a boss, providing an exciting climax to the dungeon exploration.

Optimization - Removing Useless Spawn Points

To maintain optimal performance, it is essential to remove unnecessary spawn points from our scene. These spawn points carry colliders and rigid bodies that use up memory space and can potentially cause lag. To optimize our system, we will remove these useless spawn points after a certain period of time.

To achieve this, we will add a new public float variable called "waitTime" to our room spawner script. This variable determines how long the spawn points stay active before being destroyed. In the start function of the room spawner script, we will add a line of code to destroy the game object with the script attached to it after the specified wait time.

This optimization ensures that the scene remains clean and efficient, preventing any unnecessary lag or performance issues.

Conclusion

With all the necessary fixes implemented and exciting features added, our random dungeon generation system is now more robust and enjoyable. We have addressed the occasional openings, prevented the entry room from getting clogged up, added an exit room with a boss encounter, and optimized the system to ensure optimal performance.

By following this tutorial series, you have gained the foundation for a simple yet effective random dungeon generation system. However, there are endless possibilities for further expansion. For example, you can explore ways to generate different-sized rooms, create more complex room structures, or populate rooms with random monsters and items. The only limit is your creativity!

If you encounter any bugs or need assistance, don't hesitate to reach out for help. We are here to support you and provide solutions as quickly as possible.

Remember to hit the like and subscribe buttons to stay updated with future in-depth game development videos. Your support motivates us to create more content and share our knowledge with the community.

Now go forth and create amazing, procedurally generated dungeons that will challenge and amaze your players. Happy coding!

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