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
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
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()
@@____________________________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.
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 🙏
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 )
@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
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.
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 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.
@@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.
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
@@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.
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
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.
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)
@@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 😅 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.
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
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
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.
@@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
@@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!
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?
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
@@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
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?
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.
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
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!
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 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😅
@@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.
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?
@@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
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 💀
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
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?
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?
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.
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
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
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?
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.
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 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!
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
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
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?
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.
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
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?
@@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.
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
Model link :- drive.google.com/file/d/1uaZZTuW1vrR6kcmrKNPkPLxEUbhVvkUP/view?usp=drive_link
Can you update it so it infinitely load, like Chunks in Minecraft
@@Nemazares Just go down to the last line and replace 500 with math.huge
@@indominusvoids8798 math.huge ? Alr ig thx
@@indominusvoids8798 No it's a bad idea because it will cause the game to crash.
e
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
Thank you
np
i love rougelikes. is the game out yet?
Thank you. This was fun to follow along and procedural generation has so many possibilities.
Thank you
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
im trying to make just rooms aswell but nothing is really happening
@@The_Spirit4595 Why not use this script but make the hallways as rooms?
We want more videos like this, keep up the amazing work. Hats off this guy!
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)
you couldve published this and made the game uncopylock
you should at least give some effort and follow the tutorial. It would only take 30 minutes to make anyway.
@@____________________________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.
Why did you use "SetPrimaryCFrame" Instead of "SetPivot"?
@@____________________________xyou could've just copied a 10 minute tutorial WITH the script published in the comments
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
It was beatiful watching that map generate in such a clean way
this guy is a chad, i love how he explains it keep it up!
Thank you
True
Roblox tutorials are underrated in general but this tutorial is VERY underrated.
i was stuck at figuring how to do pikmin2-like dungeon generation and this helps a ton thanks!!
Ngl this was actually simpler than making an inventory script, or maybe its just because you explain it well
Glad i could help
bro actulyl deserves way more views for this
Thank you for your appreciation.
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 🙏
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
Glad I could help!
I actually love this video, everything was just perfectly crafted 🤩
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 )
@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
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.
Highly appreciate your support. 🖤
Underrated video, TTS with well typed explanation was great
3:07 you can do fn + left click or alt+ left click to select a single part from a model
Good to know. Thank you
also you coud use random:NextInteger instead of math.random if you want pesudorandom generation@@TextChange
btw you didnt have to make 11 presets you coudve gone with 2. with the same result@@TextChange
this is perfect tutorial for people who starting off scripting but have only learnt the basics, hope you make more videos
underrated AF, this is exactly what I needed and more
Thank you
I wish there was a video like this but for just normal unity
Thank you man ! Great tutorial
Although it relies on some krutches, this is an interesting concept of generating!
Man, you are the best! Subbed. Happy New Year Mate. 🎉☺️
Happy new year!
its a great heavily customizable inexpensive system really cool man
Thank you. Consider subscribing
Hey, quick question... What addon do you use to make the roblox build tools like that?
only 21 subscribers? you deserve way more
Great tutorial, and I've been looking for this for so long! I would just recommend a different voice...
i like your pfp
@@suupe4453 thanks! i love yours, it’s very original
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.
I would try my best. Thank you
@@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.
@@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.
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
Now this is a respectful tutorial ,even you ve put the kit of it
@@EliAnimation-p3g thank you. A sub would be appreciated
WE'RE CREATING THE BINDING OF ISAAC IN ROBLOX WITH THIS ONE
Good luck
HOLY COW YOU ARE SO UNDERATED! 100% Subbing.
Now you have to do another one where it’s a chunk loader that saves and unrenders/renders chunks!
@@PoppinCorn That's a great Idea.
@@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.
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
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.
I think I got a jumpscare from the captions
How?
Very good tutorial, Subbed!
chatgpt description is crazy😭😭😭
So is this how poeple make there doors game random?
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)
@@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.
what real chads do is learn
That's true
@@TextChange then why did you say "be a chad and copy & paste the script" in the video
@@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.
@@TextChange but it's good to learn. I'm not talking further anymore now
I had this same question. Chads are people that understand what they do fully.
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
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
Ah thank you for doing my job 😅. I really appreciate that
Amazing tutorial!
NEXT EP PLEASE
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.
@@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
@@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!
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?
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
@@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
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?
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.
It seems the code breaks when I apply it to my own rooms with bigger and more complex sizes. Any fix for this?
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
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!
I Didn't use any plugin, it was there by default.
do you know of a way to create unique rooms? (like have only one boss room in the entire dungeon)
Great tutorial!
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?😅
@@oleNikolic I'm doing script for 3 years now. Just take easy and slow, you will reach my place in no time.
@@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😅
@@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.
Super super nice strategy.
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
Im really sorry about that. I had to speed up the video because it was getting too long
Cool, but how to make spots in rooms with random objects spawn there like paintings on walls and otheres
Just make the same rooms with different decos and place in folder
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?
Maybe make diagonal hallway that will work as a staircase. That should do it
im just trying to use this for a never ending road with occasoinal burger kings lol
😆 good luck with that
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
this is so good! just one question, is it possible to add other rooms that also spawn just one time in random positions?
@@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
@@TextChange 🙏
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?
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?
i forgot to say that there's no errors
Make sure you rotated the waypoint and primarypart to face the correct direction. Also check if you called the branchout function
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 💀
Im actually script for some years, keep it up and you will be a advance scripter in no time
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
I'm really sorry about that. the video was getting too long for a tutorial.
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?
Well 1 stud is roughly 1 foot lol
Yes I already said it in the video, it is even smaller then a player
backrooms bout to be crazy
i’m actually making a backrooms game using this lol
this is so cool, thank you
Nice Tutorial! I was just wondering if you know how to make a limit on how many rooms are generated. Please & thank you.
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
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?
You just give me the idea of the game to make
Hello there I’ve tried to scale up the rooms from your dungeon download thing and the gen broke
Could someone help me with making certain waypoints connect the map into a loop
This is impressive indeed
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?
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.
@@TextChange thank you for the help ill try implement that now!
An issue is you never put where to specify Maxrooms. Now infinite rooms are generating and I can't cap it.
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
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.
@@didist9065 I actually don't know. It was there by default.
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
My channel isn’t so big, so i never considered about discord or anything. Maybe in the future.
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?
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.
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?
you forgot to set the "Primarypart" property of you rooms. make sure to follow these steps 1:10
@@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!
How to make it bigger?
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
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
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
I’m very confused on how to scale up these rooms and hallways, because every time I do, it breaks the generation.
When you scale up make sure to you calculated the distance of the waypoint and primarypart
@@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
"you own version"
'Your own version' 😅
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?
If you still have that problem then you can get the model now. Link is in the description and in the pin comment
Can you tell me the plug in or setting used to show the stud / size when scaling a part?
Thanks Alot! it works.
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.
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
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!
Check description or new pin comment
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?
You might have forgot to call the branchout function. Replicated storage's script is the previous script that i tested and its disabled.
@@TextChange how would i call out that function? What code at what line
@@gaminwbdcheck description or new pin comment😊
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?
Sorry man. This dungeon is designed to be random. I don't know how to do that
could this theoretically be repurposed for a constant generation of tiles infront os something like a vehicle that move backwards
Sorry, Didn't understand what you meant
PLEASE TEACH US HOW TO MAKE LARGE ROOM
Well select all the rooms and hallways scale it to the size you want. Then follow this 6:30
hey i know this tutorial is old but i want to know how to make it only generate once because its kind of annoying
Can you explain further? I didn’t get what you want
Can you upload this as a model?
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
@@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.
Also, Can u make a model that has the END room?
Just copy the starting room, remove the waypoint part and place it inside the asset folder.
thx bro! i love u!!)
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
is there a way to remove the hallways?