Procedural dungeon generation systems. Roblox studio Tutorial.

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 405

  • @TextChange
    @TextChange  10 หลายเดือนก่อน +21

    Model link :- drive.google.com/file/d/1uaZZTuW1vrR6kcmrKNPkPLxEUbhVvkUP/view?usp=drive_link

    • @Nemazares
      @Nemazares 8 หลายเดือนก่อน +4

      Can you update it so it infinitely load, like Chunks in Minecraft

    • @indominusvoids8798
      @indominusvoids8798 8 หลายเดือนก่อน +1

      @@Nemazares Just go down to the last line and replace 500 with math.huge

    • @Nemazares
      @Nemazares 8 หลายเดือนก่อน +1

      @@indominusvoids8798 math.huge ? Alr ig thx

    • @TextChange
      @TextChange  7 หลายเดือนก่อน +5

      @@indominusvoids8798 No it's a bad idea because it will cause the game to crash.

    • @the_jmaster1
      @the_jmaster1 6 หลายเดือนก่อน +1

      e

  • @OLDACCOUNT_notfireman
    @OLDACCOUNT_notfireman 10 หลายเดือนก่อน +30

    thank you for this godsend of a tutorial and algorithm. its still procedural and yet im still able to build preset rooms, easy to adapt, and your tutorial is informative. definitely using this for my own roguelite, and ill recommend this to others if needed. you earned yourself a subscriber

  • @BRACERFENIX
    @BRACERFENIX 5 หลายเดือนก่อน +6

    Thank you. This was fun to follow along and procedural generation has so many possibilities.

    • @TextChange
      @TextChange  5 หลายเดือนก่อน +1

      Thank you

  • @kif-zallrhat1870
    @kif-zallrhat1870 10 หลายเดือนก่อน +8

    Working on something similar, except I plan to have the rooms connect each other instead of using hallways. Did not expect to find a roblox tutorial, great job! :D

    • @The_Spirit4595
      @The_Spirit4595 7 หลายเดือนก่อน

      im trying to make just rooms aswell but nothing is really happening

    • @Airsickword
      @Airsickword 22 วันที่ผ่านมา

      @@The_Spirit4595 Why not use this script but make the hallways as rooms?

  • @windy_zeph
    @windy_zeph 11 หลายเดือนก่อน +6

    We want more videos like this, keep up the amazing work. Hats off this guy!

  • @TextChange
    @TextChange  ปีที่แล้ว +24

    Script :-
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    local AssetFolder = ReplicatedStorage:WaitForChild("Asset")
    local function Generate(StartingPosition,Maxrooms)

    local CurrentRoomGenerated = 0

    local function Branchout(Model:Model)
    wait()
    if Model:GetAttribute("Room") == false then

    for i,v in pairs(Model:GetChildren()) do
    if v:IsA("BasePart") and v.Name == "Waypoints" then
    local NewPosition = v.Position + v.CFrame.LookVector * 4.25
    local CheckBox = Instance.new("Part", game.Workspace.Debris)
    CheckBox.Anchored = true
    CheckBox.Size = Vector3.new(7.5,4,7.5)
    CheckBox.Position = NewPosition
    local partsInCheckBox = game.Workspace:GetPartsInPart(CheckBox)
    CheckBox:Destroy()
    if #partsInCheckBox > 0 or CurrentRoomGenerated >= Maxrooms then
    v.Transparency = 0
    v.Material = Enum.Material.WoodPlanks
    v.Color = Color3.new(0.588235, 0.403922, 0.4)
    else
    local NewTilePiece = AssetFolder:GetChildren()[math.random(1, #AssetFolder:GetChildren())]:Clone()
    NewTilePiece.Parent = game.Workspace.Dungeon
    local cf = CFrame.new(Vector3.new(NewPosition.X, StartingPosition.Y, NewPosition.Z), v.Position)
    NewTilePiece:SetPrimaryPartCFrame(cf)
    cf = CFrame.new(NewTilePiece.PrimaryPart.Position) * CFrame.Angles(math.rad(0), math.rad(NewTilePiece.PrimaryPart.Orientation.Y), math.rad(NewTilePiece.PrimaryPart.Orientation.Z))
    NewTilePiece:SetPrimaryPartCFrame(cf)
    if NewTilePiece:GetAttribute("Room") == true then
    CurrentRoomGenerated += 1
    end
    coroutine.wrap(Branchout)(NewTilePiece)
    v:Destroy()

    end
    end
    end

    else

    local possibleHallways = {

    AssetFolder:WaitForChild("Hallway1");
    AssetFolder:WaitForChild("Hallway2");
    AssetFolder:WaitForChild("Hallway3");
    AssetFolder:WaitForChild("Hallway4");
    AssetFolder:WaitForChild("Hallway5");

    }

    for i,v in pairs(Model:GetChildren()) do
    if v:IsA("BasePart") and v.Name == "Waypoints" then
    local NewPosition = v.Position + v.CFrame.LookVector * 4.25
    local CheckBox = Instance.new("Part", game.Workspace.Debris)
    CheckBox.Anchored = true
    CheckBox.Size = Vector3.new(7.5,4,7.5)
    CheckBox.Position = NewPosition
    local partsInCheckBox = game.Workspace:GetPartsInPart(CheckBox)
    CheckBox:Destroy()
    if #partsInCheckBox > 0 or CurrentRoomGenerated >= Maxrooms then
    v.Transparency = 0
    v.Material = Enum.Material.WoodPlanks
    v.Color = Color3.new(0.588235, 0.403922, 0.4)
    else
    local NewTilePiece = possibleHallways[math.random(1,#possibleHallways)]:Clone()
    NewTilePiece.Parent = game.Workspace.Dungeon
    local cf = CFrame.new(Vector3.new(NewPosition.X, StartingPosition.Y, NewPosition.Z), v.Position)
    NewTilePiece:SetPrimaryPartCFrame(cf)
    cf = CFrame.new(NewTilePiece.PrimaryPart.Position) * CFrame.Angles(math.rad(0), math.rad(NewTilePiece.PrimaryPart.Orientation.Y), math.rad(NewTilePiece.PrimaryPart.Orientation.Z))
    NewTilePiece:SetPrimaryPartCFrame(cf)
    if NewTilePiece:GetAttribute("Room") == true then
    CurrentRoomGenerated += 1
    end
    coroutine.wrap(Branchout)(NewTilePiece)
    v:Destroy()

    end
    end
    end


    end




    end

    local StartingRoom = ReplicatedStorage:WaitForChild("StartingRoom"):Clone()
    StartingRoom.Parent = game.Workspace.Dungeon
    StartingRoom:SetPrimaryPartCFrame(CFrame.new(StartingPosition))
    CurrentRoomGenerated +=1
    Branchout(StartingRoom)

    end
    Generate(Vector3.new(0,10,0),500)

    • @____________________________x
      @____________________________x 10 หลายเดือนก่อน

      you couldve published this and made the game uncopylock

    • @tuhin4502
      @tuhin4502 10 หลายเดือนก่อน +1

      you should at least give some effort and follow the tutorial. It would only take 30 minutes to make anyway.

    • @doinic09
      @doinic09 10 หลายเดือนก่อน +1

      @@____________________________x Or you could've just followed the tutorial and taken only 30 minutes. Hate to say it but actually good games come from effort.

    • @_Sickk
      @_Sickk 10 หลายเดือนก่อน

      Why did you use "SetPrimaryCFrame" Instead of "SetPivot"?

    • @MGGSpicey
      @MGGSpicey 10 หลายเดือนก่อน

      @@____________________________xyou could've just copied a 10 minute tutorial WITH the script published in the comments

  • @EggsToMe
    @EggsToMe 3 หลายเดือนก่อน +1

    This is so well explained, but at the same time you make sure to not overly exlapain it, please make more tutorials i loved this

  • @ransomha
    @ransomha 8 หลายเดือนก่อน +1

    It was beatiful watching that map generate in such a clean way

  • @gokkertje1682
    @gokkertje1682 8 หลายเดือนก่อน +3

    this guy is a chad, i love how he explains it keep it up!

    • @TextChange
      @TextChange  8 หลายเดือนก่อน +2

      Thank you

    • @Nemazares
      @Nemazares 8 หลายเดือนก่อน +1

      True

  • @oofytoty
    @oofytoty 10 หลายเดือนก่อน

    Roblox tutorials are underrated in general but this tutorial is VERY underrated.

  • @groovyball
    @groovyball 11 หลายเดือนก่อน +5

    i was stuck at figuring how to do pikmin2-like dungeon generation and this helps a ton thanks!!

  • @aeea3306
    @aeea3306 14 วันที่ผ่านมา

    Ngl this was actually simpler than making an inventory script, or maybe its just because you explain it well

    • @TextChange
      @TextChange  12 วันที่ผ่านมา

      Glad i could help

  • @tijgerman1312
    @tijgerman1312 8 วันที่ผ่านมา +1

    bro actulyl deserves way more views for this

    • @TextChange
      @TextChange  7 วันที่ผ่านมา

      Thank you for your appreciation.

  • @Fynixx
    @Fynixx 4 หลายเดือนก่อน

    Thank you for the tutorial, was able to change things where i needed to change them and ultimately got exactly the type of dungeon generator i needed, god bless your soul 🙏

  • @BasilLikesScripting
    @BasilLikesScripting 10 หลายเดือนก่อน +1

    thanks for the tutorial! gonna make some little guys and enemies to go through a mini dungeon and have them make their way to the end randomly

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      Glad I could help!

  • @ProtoSquam
    @ProtoSquam 3 หลายเดือนก่อน

    I actually love this video, everything was just perfectly crafted 🤩

  • @SlateAlloy
    @SlateAlloy 10 หลายเดือนก่อน +1

    Hey y'all, if you're having trouble with generating rooms and it tends to bug out having weird rotations, make sure to make all the primary parts of every room ( except the starting room ) face the direction of the empty waypoint direction ( starting room just faces the direction of the waypoint )

    • @SlateAlloy
      @SlateAlloy 10 หลายเดือนก่อน

      @c00lbaconn what controls the empty spaces is the courotine.wrap(branchout) function, if all of the preset rooms are in the right order it should work as intended because it still generates them all the exact same way, aligning to the orientation of the openings in the hallways

  • @YorktownClass
    @YorktownClass 7 หลายเดือนก่อน +2

    Once i heard AI voice I was gonna switch to another video, but you explained this perfectly and in a clean way, I got so fed up of those AI content creators that spread pure bullshit. But you're far from that, you earned a subscriber.

    • @TextChange
      @TextChange  7 หลายเดือนก่อน +1

      Highly appreciate your support. 🖤

  • @Tybeef
    @Tybeef 10 หลายเดือนก่อน

    Underrated video, TTS with well typed explanation was great

  • @swordlegend3256
    @swordlegend3256 9 หลายเดือนก่อน +2

    3:07 you can do fn + left click or alt+ left click to select a single part from a model

    • @TextChange
      @TextChange  9 หลายเดือนก่อน +1

      Good to know. Thank you

    • @swordlegend3256
      @swordlegend3256 9 หลายเดือนก่อน

      also you coud use random:NextInteger instead of math.random if you want pesudorandom generation@@TextChange

    • @swordlegend3256
      @swordlegend3256 9 หลายเดือนก่อน

      btw you didnt have to make 11 presets you coudve gone with 2. with the same result@@TextChange

  • @arobloxmirror5570
    @arobloxmirror5570 10 หลายเดือนก่อน

    this is perfect tutorial for people who starting off scripting but have only learnt the basics, hope you make more videos

  • @The_Takeout_Samurai
    @The_Takeout_Samurai หลายเดือนก่อน

    underrated AF, this is exactly what I needed and more

    • @TextChange
      @TextChange  หลายเดือนก่อน

      Thank you

  • @hufgerbad6021
    @hufgerbad6021 6 หลายเดือนก่อน +1

    I wish there was a video like this but for just normal unity

  • @tuhin4502
    @tuhin4502 ปีที่แล้ว +6

    Thank you man ! Great tutorial

  • @Zik_isi
    @Zik_isi 9 หลายเดือนก่อน

    Although it relies on some krutches, this is an interesting concept of generating!

  • @Microbex
    @Microbex 10 หลายเดือนก่อน +1

    Man, you are the best! Subbed. Happy New Year Mate. 🎉☺️

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      Happy new year!

  • @samuelwhite7030
    @samuelwhite7030 7 หลายเดือนก่อน

    its a great heavily customizable inexpensive system really cool man

    • @TextChange
      @TextChange  7 หลายเดือนก่อน

      Thank you. Consider subscribing

  • @tifiyn640
    @tifiyn640 หลายเดือนก่อน +2

    Hey, quick question... What addon do you use to make the roblox build tools like that?

  • @Rexexcraft
    @Rexexcraft 10 หลายเดือนก่อน

    only 21 subscribers? you deserve way more

  • @fish_alt
    @fish_alt 10 หลายเดือนก่อน +2

    Great tutorial, and I've been looking for this for so long! I would just recommend a different voice...

    • @suupe4453
      @suupe4453 9 หลายเดือนก่อน +1

      i like your pfp

    • @fish_alt
      @fish_alt 9 หลายเดือนก่อน

      @@suupe4453 thanks! i love yours, it’s very original

  • @Unknown-ym3ds
    @Unknown-ym3ds 9 หลายเดือนก่อน +1

    Hey I have a request for you, can you explain wave function collapse algorithm to make random generation of a map? You do a lot of effort on your videos, thanks for making these videos.

    • @TextChange
      @TextChange  9 หลายเดือนก่อน +1

      I would try my best. Thank you

    • @Unknown-ym3ds
      @Unknown-ym3ds 8 หลายเดือนก่อน +1

      ​@@TextChange Thank you for accepting my request, it will do a lot of help, I can't thank you enough, you made my day.
      It would be appreciated if you make the terrain like this th-cam.com/video/PTwqUfjFsac/w-d-xo.htmlsi=gpckP_Rwxp5XTUJ- . If you don't know about it or have no idea then you can get an idea with this th-cam.com/video/MyMbbmWVCDw/w-d-xo.htmlsi=1aoECPQRC0nua9E0 . Please help me if you could, my clueless brain can't figure out how to start.

    • @Unknown-ym3ds
      @Unknown-ym3ds 8 หลายเดือนก่อน +1

      @@TextChange Thank you for accepting my request, it will do a lot of help, I can't thank you enough, you made my day.
      It would be appreciated if you make the terrain like this th-cam.com/video/PTwqUfjFsac/w-d-xo.htmlsi=gpckP_Rwxp5XTUJ- . If you don't know about it or have no idea then you can get an idea with this th-cam.com/video/MyMbbmWVCDw/w-d-xo.htmlsi=1aoECPQRC0nua9E0 . Please help me if you could, my clueless brain can't figure out how to start.

  • @multistronomy
    @multistronomy 9 หลายเดือนก่อน +1

    oh my god dude you won't believe how long i've been looking for a tutorial like this. similar to how lethal company generates it's rooms. thank you so much dude lmao

  • @EliAnimation-p3g
    @EliAnimation-p3g 2 หลายเดือนก่อน

    Now this is a respectful tutorial ,even you ve put the kit of it

    • @TextChange
      @TextChange  2 หลายเดือนก่อน

      @@EliAnimation-p3g thank you. A sub would be appreciated

  • @reecat4535
    @reecat4535 7 หลายเดือนก่อน

    WE'RE CREATING THE BINDING OF ISAAC IN ROBLOX WITH THIS ONE

    • @TextChange
      @TextChange  7 หลายเดือนก่อน

      Good luck

  • @Wendy-ib4sp
    @Wendy-ib4sp 10 หลายเดือนก่อน

    HOLY COW YOU ARE SO UNDERATED! 100% Subbing.

  • @PoppinCorn
    @PoppinCorn 4 หลายเดือนก่อน

    Now you have to do another one where it’s a chunk loader that saves and unrenders/renders chunks!

    • @TextChange
      @TextChange  4 หลายเดือนก่อน +1

      @@PoppinCorn That's a great Idea.

    • @PoppinCorn
      @PoppinCorn 4 หลายเดือนก่อน

      @@TextChange would love to learn how to do this for procedural dungeons. even a dungeon series tutorial would be awesome since there aren’t any on youtube.

  • @--Brick--
    @--Brick-- 4 หลายเดือนก่อน +1

    I haven't finished the tutorial yet but it says SetPrimaryPartCFrame() is deprecated
    6:05
    so instead I'm using Model:Pivot() which is the same thing. Also from what I've seen you can put most of this in a module script

    • @TextChange
      @TextChange  4 หลายเดือนก่อน +1

      Yeah SetPrimaryPartCFrame() and Model:Pivot() is the same thing. It Just that I'm Used to using SetPrimaryPartCFrame(). And yeah you can use module script but i didn't wanted to make this more complicated.

  • @OProvedorDeServiços
    @OProvedorDeServiços 7 หลายเดือนก่อน

    I think I got a jumpscare from the captions

    • @TextChange
      @TextChange  7 หลายเดือนก่อน

      How?

  • @Balth9
    @Balth9 10 หลายเดือนก่อน

    Very good tutorial, Subbed!

  • @Illumina1414
    @Illumina1414 8 หลายเดือนก่อน

    chatgpt description is crazy😭😭😭

  • @Waffle0000
    @Waffle0000 7 หลายเดือนก่อน +2

    So is this how poeple make there doors game random?

    • @colin_the_protogen
      @colin_the_protogen หลายเดือนก่อน

      as far as i know doors doesn't use this form of dungeon gen with multiple branching paths and is usually just one path with side rooms (minus.. like 1 room in the mines and maybe something with the mines seek chase)

    • @rxdact
      @rxdact หลายเดือนก่อน

      @@colin_the_protogen Doors uses a similar system probably but it has more straightforward rooms. The difference is in random events and itemspawns, which also happen on their own thread isntead of being predetermined in the room itself.

  • @reduvicemaster
    @reduvicemaster 5 หลายเดือนก่อน +1

    what real chads do is learn

    • @TextChange
      @TextChange  5 หลายเดือนก่อน

      That's true

    • @reduvicemaster
      @reduvicemaster 5 หลายเดือนก่อน

      @@TextChange then why did you say "be a chad and copy & paste the script" in the video

    • @TextChange
      @TextChange  5 หลายเดือนก่อน

      @@reduvicemaster 😅 People often use the code without understanding it, then mess it up and complain that it doesn't work. It's a sarcastic way of saying, 'Just take the code and get out'. If you take a look at the comments on this video, you will understand what i mean.

    • @reduvicemaster
      @reduvicemaster 5 หลายเดือนก่อน

      @@TextChange but it's good to learn. I'm not talking further anymore now

    • @ProSureString
      @ProSureString 3 หลายเดือนก่อน

      I had this same question. Chads are people that understand what they do fully.

  • @Eldamian0
    @Eldamian0 6 หลายเดือนก่อน +1

    Could you make a V2 of this tutorial that explains how to make a procedurally generated dungeon or city (whatever) with rooms of varying scales and roads of different sizes? Like you could have a room of 12x18 or 6x8 and roads of 8x3 or 15x3

    • @the_actual_alex
      @the_actual_alex 3 หลายเดือนก่อน

      he said in another reply you can achieve this by making the tile as big as your biggest room size, then make a bunch of halls that look like multiple smaller halls combined

    • @TextChange
      @TextChange  3 หลายเดือนก่อน

      Ah thank you for doing my job 😅. I really appreciate that

  • @Trazor_
    @Trazor_ 11 หลายเดือนก่อน +1

    Amazing tutorial!

  • @Clearussy
    @Clearussy 11 หลายเดือนก่อน +2

    NEXT EP PLEASE

  • @fearlesswee5036
    @fearlesswee5036 2 หลายเดือนก่อน

    Pretty nice, and very fast. Btw, how could I go about having "specialty" rooms, ensuring that they are always placed somewhere in each dungeon? Like if I were to have say, a shop, and I wanted to make sure each dungeon has a shop.
    Of course I could just make it so the generation will check if it has placed a "shop" room already or not, and if yes, then exclude the shop from the usable tile pool, but otherwise it's entirely up to the mercy of RNG if a shop room is chosen. Then at the end of generation, if it sees that no shop room was placed, it'll regenerate the dungeon, repeating until it successfully places a shop.
    Now this will "work", but it's definitely not ideal, and becomes an exponentially bigger problem the more "special" rooms that are desired. Since if there's only 1 specialty tile, chances are the dungeon will end up having it. But if there's say, 5 specialty rooms I want each dungeon to always have somewhere in their layout, there's a much bigger chance one of them gets missed and the entire dungeon will need to regenerate. And it may be possible the dungeon will need to regenerate a dozen times, leading to a long wait time for players.

    • @TextChange
      @TextChange  2 หลายเดือนก่อน

      @@fearlesswee5036 here what you could try.
      Once all rooms are generated, list all rooms that have the same number of waypoints as your shop room. For example, if your shop room has 4 waypoints, find all rooms with 4 waypoints. Randomly pick one from this list and replace it with your shop room. If you want to have more then one shop room then repeat these steps in a for loop.
      It is still not ideal, because it is still dependent on RNG. Lets say you want 3 shop room (shop room has 4 doorways) But there are only 2 rooms with 4 doorways. You see the problem now? How to fix it?
      Instead of making special rooms, you should have your shop as a separate model. Now you can just select a random room from the dungeon and position your shop in that room.
      It is fast and easy method

    • @fearlesswee5036
      @fearlesswee5036 2 หลายเดือนก่อน

      @@TextChange Well the "shop" would be a defined room, for a special layout + set dressing. I plan to use large 100 stud tiles to have a lot of room for the room/hallway layout to deviate. So like a 4-way intersection might not be a straight path, but have more twists/turns.
      I didn't even think of placing them *after* the dungeon generates; finding a random 4-way room for example and replacing it with the special room. That's very smart. I could also probably use this to put an "exit" or "end room" for the dungeon, using a basic magnitude check to exclude room tiles too close to the start.
      Thanks for taking the time to respond and the tutorial!

  • @ThatBeenuxGuy
    @ThatBeenuxGuy 5 หลายเดือนก่อน +1

    Hallways are overlapping with the rooms and becoming quite messy. There are also times they spawn under the map and rotated. do you have an idea on what the problem is?

    • @TextChange
      @TextChange  5 หลายเดือนก่อน

      What did you do? 😂 the overlapping is happening because you scaled up asset. After scaling you need to follow this part 6:35. And i don't know why they are spawning under the map and rotated

    • @ThatBeenuxGuy
      @ThatBeenuxGuy 5 หลายเดือนก่อน +2

      ​​@@TextChangets no longer overlapping, I put the primary part to the floor instead of the actual middle of the room so my bad. I'll try to experiment around in the angles to fix it. Thanks for the tutorial

  • @furiousgoober
    @furiousgoober 8 หลายเดือนก่อน +1

    is there a way to make it choose through different types of dungeons? like different colors of walls and floors, and maybe like make the rooms and hallways be restricted to a big box like zone?

    • @TextChange
      @TextChange  8 หลายเดือนก่อน +2

      Of course, after all possibilities are endless! it may not completely satisfy your needs, here are some ideas to consider.
      To confine dungeon generation within a specific area, you can implement a check during room spawning to ensure the chosen coordinates fall within the designated zone. For instance, let's designate an area within 200 studs from the origin (0,0) in each direction. When spawning a room, verify if the selected coordinate satisfies the conditions: (Vector3.X = -200) and (Vector3.Z = -200). If these conditions are met, proceed with generating the room; otherwise, transform the waypoint segment into a wall.
      (Assuming you're referring to themed dungeons like jungle or desert)
      Now, for different types of dungeons, organize themed rooms and hallways into separate asset folders. For instance, create a folder named 'Jungle' containing jungle-themed assets exclusively. Then, introduce a string value (let's name it "themevalue") to determine the appropriate asset folder dynamically. Here's an example:
      local assetFolder = ReplicatedStorage:FindFirstChild(themevalue.Value)
      I hope this guidance proves helpful! If you found it useful, consider showing support by liking the video and subscribing to my channel-it truly motivates me.

  • @TheBloodThirstyvamp
    @TheBloodThirstyvamp 4 หลายเดือนก่อน +2

    It seems the code breaks when I apply it to my own rooms with bigger and more complex sizes. Any fix for this?

    • @TextChange
      @TextChange  4 หลายเดือนก่อน +1

      Well, without any information it is really hard to tell what is wrong with your model. But i assume you have different size rooms. This is a problem because this system wasn’t created to handle room with different size. You have to make sure that your all rooms are same size

  • @chargemannyn2918
    @chargemannyn2918 3 หลายเดือนก่อน

    Very clean and simple system for dungeon generation, though I have to ask, what's plug-in you use for tracking how many studs you scale/move a part with in the video?
    Appreciate you sharing your work, and am looking forward to future videos!

    • @TextChange
      @TextChange  3 หลายเดือนก่อน

      I Didn't use any plugin, it was there by default.

  • @ROBERTNGUYEN-t7x
    @ROBERTNGUYEN-t7x 7 หลายเดือนก่อน +1

    do you know of a way to create unique rooms? (like have only one boss room in the entire dungeon)

  • @Managlyph
    @Managlyph 9 หลายเดือนก่อน

    Great tutorial!

  • @oleNikolic
    @oleNikolic 3 หลายเดือนก่อน

    Thanks for trying to respond to everyones comments, thats really nice! I wanted to ask you how much did you practice to get to this level of scripting?😅

    • @TextChange
      @TextChange  3 หลายเดือนก่อน

      @@oleNikolic I'm doing script for 3 years now. Just take easy and slow, you will reach my place in no time.

    • @oleNikolic
      @oleNikolic 3 หลายเดือนก่อน

      @@TextChange How old are you, im asking because im curious about if school stopped you from learning scripting sometimes, because of homework study or other things😅

    • @TextChange
      @TextChange  3 หลายเดือนก่อน

      @@oleNikolic I recently graduated from college. you don't need to script 24 hours a day. usually I scripted only for 2~3 hour a day. just think it as playing game.

  • @LeapInno
    @LeapInno 11 หลายเดือนก่อน +1

    Super super nice strategy.

  • @ziplocksadventures2321
    @ziplocksadventures2321 10 หลายเดือนก่อน

    its a good tutorial but i think its a little to fast because sometimes i have to slow down the video to 0.25 a second for some parts

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      Im really sorry about that. I had to speed up the video because it was getting too long

  • @pixerking
    @pixerking 10 หลายเดือนก่อน +1

    Cool, but how to make spots in rooms with random objects spawn there like paintings on walls and otheres

    • @pixerking
      @pixerking หลายเดือนก่อน

      Just make the same rooms with different decos and place in folder

  • @DEZERKER63
    @DEZERKER63 9 หลายเดือนก่อน

    i love this tutorial, please keep making more of these, using and explianing the terms was also very nice, also how do you add Z levels to a system like this?

    • @TextChange
      @TextChange  9 หลายเดือนก่อน

      Maybe make diagonal hallway that will work as a staircase. That should do it

  • @MartianLeo_T
    @MartianLeo_T 8 หลายเดือนก่อน

    im just trying to use this for a never ending road with occasoinal burger kings lol

    • @TextChange
      @TextChange  8 หลายเดือนก่อน

      😆 good luck with that

  • @ThatBeenuxGuy
    @ThatBeenuxGuy 5 หลายเดือนก่อน +1

    Hey what should I do if there are two empty spaces with no waypoints? Also sometimes the rooms aren't on the same y level

  • @the_actual_alex
    @the_actual_alex 3 หลายเดือนก่อน

    this is so good! just one question, is it possible to add other rooms that also spawn just one time in random positions?

    • @TextChange
      @TextChange  3 หลายเดือนก่อน +1

      @@the_actual_alex yeah it it possible. It will be a little hard work, so bare with me.
      First thing you need to do to make your room. And place it somewhere else. And then after generation process is complete, you have to make a table/array of all the room with the same amount of doorways as your intended room. For example, Let's say your intended room has 2 door ways. So you will make a table of all the room with 2 doorways that were generated. Now choose a random room from that array and replace it with your intended room.
      There are many other ways to do it. But this was the first thing thar came in my mind

    • @the_actual_alex
      @the_actual_alex 3 หลายเดือนก่อน

      @@TextChange 🙏

  • @GlassianVoids
    @GlassianVoids 12 ชั่วโมงที่ผ่านมา

    I have no idea if you still see comments on this video but is there a way to make walls not clip through each other?

  • @fakeorfeus
    @fakeorfeus 10 หลายเดือนก่อน +1

    good tutorial! but i have a problem, the starting room is generating but not the rest of the room's how can i fix this?

    • @fakeorfeus
      @fakeorfeus 10 หลายเดือนก่อน

      i forgot to say that there's no errors

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      Make sure you rotated the waypoint and primarypart to face the correct direction. Also check if you called the branchout function

  • @tearer.
    @tearer. 10 หลายเดือนก่อน +1

    How long did it take you to learn from scratch to this level of advanced lua scripting? It’s honestly amazing, I’m currently learning lua and I started a week ago, for now I only know the keywords, I have no idea how I can use this stuff I’m learning 💀

    • @TextChange
      @TextChange  10 หลายเดือนก่อน +1

      Im actually script for some years, keep it up and you will be a advance scripter in no time

  • @SirJo2
    @SirJo2 10 หลายเดือนก่อน

    It was a good tutorial but the scripting was going to fast personally and i got lost mid way...
    I managed to get it to work and it works beautifully

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      I'm really sorry about that. the video was getting too long for a tutorial.

  • @Puppeette
    @Puppeette 10 หลายเดือนก่อน

    0:44 hallways and rooms look a little small... I'm assuming from that time mark I commented, that the space is 4 blocks wide?

    • @Puppeette
      @Puppeette 10 หลายเดือนก่อน

      Well 1 stud is roughly 1 foot lol

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      Yes I already said it in the video, it is even smaller then a player

  • @Dingleberry540
    @Dingleberry540 10 หลายเดือนก่อน +1

    backrooms bout to be crazy

    • @AfrosCanBeCool
      @AfrosCanBeCool 4 หลายเดือนก่อน

      i’m actually making a backrooms game using this lol

  • @OFnoxy
    @OFnoxy 2 หลายเดือนก่อน

    this is so cool, thank you

  • @the5thber
    @the5thber 6 หลายเดือนก่อน

    Nice Tutorial! I was just wondering if you know how to make a limit on how many rooms are generated. Please & thank you.

    • @TextChange
      @TextChange  6 หลายเดือนก่อน +1

      There is already a limit to how many rooms will be generated. At the very bottom of the script where the generate function is being called. The 2nd parameters is the number of rooms you want to be generated.
      Liking and subscribing is highly appreciated

  • @LowQualityEntertainment-qy4ff
    @LowQualityEntertainment-qy4ff 14 วันที่ผ่านมา

    This could help but i was working on a project that randomly generates a map not procedural generation, similar to games such as Boris and the Dark Survival! That game makes a randomly generated layout and doesn’t use procedural generation. Do you know how to do that?

  • @popuitwe1
    @popuitwe1 หลายเดือนก่อน

    You just give me the idea of the game to make

  • @SerialdesignationNreal
    @SerialdesignationNreal 22 วันที่ผ่านมา

    Hello there I’ve tried to scale up the rooms from your dungeon download thing and the gen broke

  • @The_Spirit4595
    @The_Spirit4595 7 หลายเดือนก่อน +1

    Could someone help me with making certain waypoints connect the map into a loop

  • @Anzeljaeg
    @Anzeljaeg 6 หลายเดือนก่อน

    This is impressive indeed

  • @yumaa4612
    @yumaa4612 10 หลายเดือนก่อน

    Yo great video man this really helped me out, how would i go about adding varying room sizes for example a big hall room (For players to fight in) and multiple starting rooms that connect to each other with in the dungeon?

    • @TextChange
      @TextChange  10 หลายเดือนก่อน +1

      Heres some idea! Your tile size and checkbox size should be same as the biggest room. Now make smaller room and in the doorway try adding some parts so that the doorways match when rooms and hallways are placed side by side.

    • @yumaa4612
      @yumaa4612 10 หลายเดือนก่อน

      @@TextChange thank you for the help ill try implement that now!

  • @midoriiiii34
    @midoriiiii34 4 หลายเดือนก่อน

    An issue is you never put where to specify Maxrooms. Now infinite rooms are generating and I can't cap it.

    • @TextChange
      @TextChange  4 หลายเดือนก่อน +1

      8:41 at the bottom, when calling the generate function, the second parameter is the maxrooms. As this was a kind of advance tutorial, i assumed people would get it easily

  • @didist9065
    @didist9065 3 หลายเดือนก่อน +1

    hey i know this video is old, but how do i get that thing where your mouse tells you where on a part you are.

    • @TextChange
      @TextChange  3 หลายเดือนก่อน

      @@didist9065 I actually don't know. It was there by default.

  • @collossuss96
    @collossuss96 6 หลายเดือนก่อน

    Hey do you have a discord or something? This tutorial is so cool but it's hard to make my own world generation based off this because I'm not sure how to limit it's reach or anything... would love to speak to you about it

    • @TextChange
      @TextChange  6 หลายเดือนก่อน +1

      My channel isn’t so big, so i never considered about discord or anything. Maybe in the future.

  • @Ninjalordsalt
    @Ninjalordsalt 5 หลายเดือนก่อน +1

    for some reason when mine runs it generates the start room and a part that is put in the debris folder and i think its supposed to be the checkpart but it appears under my starting room and like close to the primary part's x & z coords. im getting no errors and idk what i did wrong. ive set all my primary parts and waypoints to the correct direction and made sure they have the right names. Ive called all the functions and done basically everything said in any other reply under this video. is there something i missed with the checkbox part of the video or is it something else?

    • @TextChange
      @TextChange  5 หลายเดือนก่อน

      Maybe you messed up the coordinates. It is really hard to say what is wrong with your code. Maybe you should try the model i have provided in the description.

  • @Connor_McBride
    @Connor_McBride 3 หลายเดือนก่อน

    I found this video really informative and helpful! I'm new to Lua and Roblox Studio, and I was testing your script with some custom rooms I built, and I'm getting an error I don't know how to fix. Upon running the game only the starting room generates, and I get this error message: Model:SetPrimaryPartCFrame() failed because no PrimaryPart has been set, or the PrimaryPart no longer exists. Please set Model.PrimaryPart before using this.
    I will note that I trimmed your code to remove all the mentions of the 'room' boolean attribute because my game is trying to generate only rooms, no halls. Is there something obvious I'm likely missing or is there something I could try?

    • @TextChange
      @TextChange  3 หลายเดือนก่อน

      you forgot to set the "Primarypart" property of you rooms. make sure to follow these steps 1:10

    • @Connor_McBride
      @Connor_McBride 2 หลายเดือนก่อน

      @@TextChange Thank You! That fixed one of the many bugs lol. I just assumed the part had to be named PrimaryPart and I didn't see that you had changed the property in the video. Again, thanks for this amazing tutorial!

  • @KarlSpark
    @KarlSpark 6 หลายเดือนก่อน +1

    How to make it bigger?

  • @drlssteam
    @drlssteam 7 วันที่ผ่านมา

    is it possible to make 1 time generated rooms like in Lethal Company (aparatus room)? a room that must be in the map but not more or less than 1

  • @Airsickword
    @Airsickword 22 วันที่ผ่านมา

    So I'm new to making things on roblox, if the Room/hallway has script based items(ex: doors) would I have to keep the scripts in the Room/Hallway to be replicated or would it be kept seperated

    • @aeea3306
      @aeea3306 14 วันที่ผ่านมา

      You could make a script that checks if the part you clicked is a door using instead of just making a script for a door every time
      Id recommend searching on google how to check what you clicked

  • @How2MagicMan101
    @How2MagicMan101 9 หลายเดือนก่อน

    I’m very confused on how to scale up these rooms and hallways, because every time I do, it breaks the generation.

    • @TextChange
      @TextChange  9 หลายเดือนก่อน

      When you scale up make sure to you calculated the distance of the waypoint and primarypart

    • @How2MagicMan101
      @How2MagicMan101 9 หลายเดือนก่อน

      @@TextChange so sorry for asking but is it possible to add custom textures/decals to the walls and floors? The script breaks easily whenever I try to

  • @guyonyoutubee
    @guyonyoutubee 10 หลายเดือนก่อน

    "you own version"

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      'Your own version' 😅

  • @Mr.Konstig
    @Mr.Konstig 10 หลายเดือนก่อน

    I got the script to work now. But for some reason, nearly all waypoints are turned into dead ends. Even if it isn't a dead end. Is anyone else experiencing the same issue?

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      If you still have that problem then you can get the model now. Link is in the description and in the pin comment

  • @joejoyce6510
    @joejoyce6510 10 หลายเดือนก่อน

    Can you tell me the plug in or setting used to show the stud / size when scaling a part?

  • @thecheeseclanwastaken
    @thecheeseclanwastaken 10 หลายเดือนก่อน

    Thanks Alot! it works.

  • @Ankibank2000
    @Ankibank2000 5 หลายเดือนก่อน

    is there a work around for the room amount becoming too low? I've once gotten rooms in a 2x2 because they ended up connecting that way even though the max amount of rooms was around 1000 and I really would like for this not to happen.

    • @TextChange
      @TextChange  5 หลายเดือนก่อน

      Try the model i have provided in the description. I had solved that problem after the video was released. And i didnt bother mentioning. Sorry about that

  • @Mr.Konstig
    @Mr.Konstig 10 หลายเดือนก่อน

    This video was awesome but I'd like to use it for more future games. can you please turn this into a free model? That would me very much appreciated!

    • @TextChange
      @TextChange  10 หลายเดือนก่อน +1

      Check description or new pin comment

  • @gaminwbd
    @gaminwbd 10 หลายเดือนก่อน +1

    I got the starting room to spawn but nothing else spawned around it. I saw that there were two scripts, one in workspace called, "Script" and one in Replicated First called "Nothing is here" which do I put the code in? Is anything supposed to be unanchored?

    • @TextChange
      @TextChange  10 หลายเดือนก่อน +1

      You might have forgot to call the branchout function. Replicated storage's script is the previous script that i tested and its disabled.

    • @gaminwbd
      @gaminwbd 10 หลายเดือนก่อน +1

      @@TextChange how would i call out that function? What code at what line

    • @TextChange
      @TextChange  10 หลายเดือนก่อน

      ​@@gaminwbdcheck description or new pin comment😊

  • @thecheeseclanwastaken
    @thecheeseclanwastaken 10 หลายเดือนก่อน +1

    How would i be able to script it so it would connect to a part already in the map like a checkpoint to the next area?

    • @TextChange
      @TextChange  7 หลายเดือนก่อน

      Sorry man. This dungeon is designed to be random. I don't know how to do that

  • @bangbashtoday
    @bangbashtoday 4 หลายเดือนก่อน

    could this theoretically be repurposed for a constant generation of tiles infront os something like a vehicle that move backwards

    • @TextChange
      @TextChange  4 หลายเดือนก่อน

      Sorry, Didn't understand what you meant

  • @Lokngk9
    @Lokngk9 6 หลายเดือนก่อน

    PLEASE TEACH US HOW TO MAKE LARGE ROOM

    • @TextChange
      @TextChange  6 หลายเดือนก่อน

      Well select all the rooms and hallways scale it to the size you want. Then follow this 6:30

  • @uhm....
    @uhm.... 2 หลายเดือนก่อน

    hey i know this tutorial is old but i want to know how to make it only generate once because its kind of annoying

    • @TextChange
      @TextChange  2 หลายเดือนก่อน

      Can you explain further? I didn’t get what you want

  • @Isu-Ware
    @Isu-Ware 10 หลายเดือนก่อน

    Can you upload this as a model?

  • @imButterGuy
    @imButterGuy 2 หลายเดือนก่อน

    hey How would you to go about making the rooms load and unload depending where the player is since resizing it causes lag and this is to reduce it

    • @TextChange
      @TextChange  2 หลายเดือนก่อน

      @@imButterGuy that's a whole new system. You have to make that dungeon in clients side. Since dungeon generation is random, different clients will have different dungeon layout. It will cause desynchronized game play. Example one player can seemingly walk through wall because they have a doorway when another player just sees a solid wall.

  • @imdumb6398
    @imdumb6398 9 หลายเดือนก่อน

    Also, Can u make a model that has the END room?

    • @TextChange
      @TextChange  9 หลายเดือนก่อน +1

      Just copy the starting room, remove the waypoint part and place it inside the asset folder.

  • @Justfinhell
    @Justfinhell 8 หลายเดือนก่อน

    thx bro! i love u!!)

  • @Shotnoms
    @Shotnoms 10 หลายเดือนก่อน

    Yo im an upcoming game dev i was wondering if you would like to colab on a project im mainly a terrain artist and modeler very little scripting knowledge

  • @seka64_
    @seka64_ 25 วันที่ผ่านมา

    is there a way to remove the hallways?