This is probably the cleanest and simplest dungeon generation I came across. Definitely using it for my game. Will of course mention you in the credits. Really nicely done!
Hey there, this tutorial is so nice! The generated maps look really good. I needed this kind of generation for my project. One thing I modified was the public tile variables, I changed the type to RuleTile so I could use rule tiles. This can eliminate above and below checks. I want to alter the code more to like, use prefab rooms for added control over the generated maps. This will also be helpful to create content inside the map. I currently don't know how to do it, but I'll figure something out soon. Thanks for making this video!
I'm testing it saving the center of each room in a List, then using Instantiate to place an enemy spawner... But about decoration and other environment features, I'm still struggling
@@erikoverflow738 Assets\Scripts\DungeonGenerator.cs(20,21): warning CS0649: Field 'DungeonGenerator.pitMap' is never assigned to, and will always have its default value null this appears in console for every tile and tilemap declared, can it be the issue?
@@erikoverflow738thanks mate.. trying to figure out how to set this up as we speak.. any thoughts on how to palce random enemys in the dungeon? i want to make ita mining gathering dungeon where i gather nodes of ore which are randomly generated..
@@krazywulf1983 You could generate the nodes during dungeon generation, or you can store all of your "rooms" or tiles in an array, and generate the ores randomly by iterating through the array.
This has really helped towards my university final year project (I'm making a procedurally generated roguelike). Thank you so much!
me too :D
Same hahah
This is probably the cleanest and simplest dungeon generation I came across. Definitely using it for my game. Will of course mention you in the credits. Really nicely done!
great tutorial, you explain everything at a good speed and thank you for the source code you are a godsend
Hey there, this tutorial is so nice! The generated maps look really good. I needed this kind of generation for my project. One thing I modified was the public tile variables, I changed the type to RuleTile so I could use rule tiles. This can eliminate above and below checks.
I want to alter the code more to like, use prefab rooms for added control over the generated maps. This will also be helpful to create content inside the map. I currently don't know how to do it, but I'll figure something out soon. Thanks for making this video!
At the end of each route randomly place one of the prefabs, and remove it from the pool.
@@AnimusZen How do I do this, exactly?
Hey, how do you dealed with the pit tiles using tile rule?
Can you please make a tutorial on how to spawn enemies or items randomly with the procedural dungeon generator? i have no idea how to even begin :((
I'm testing it saving the center of each room in a List, then using Instantiate to place an enemy spawner... But about decoration and other environment features, I'm still struggling
Thank you for sharing. You gave me good ideas to variate your generation.
Liked and subbed. This video is incredibly useful, thanks :)
This is brilliant, I am definitely going to use this concept in one of my projects! :)
Hey very nice! I have a question, how do you spawn enemies or spawn prefabricated rooms with decoration and characters? thanks
Would like to see more on this game.
Awesome logic :) What's funny is that I'm trying to use the same player gfx to create something similar :)
Hi, that was genius! I want to make this code for my game, would you like to share player script or enemy on this procedural dungeon?
so why all the Vector3 why not use vector 2?
tiles only generate at the center of the 3x3 grid, any solutions?
Can you post reproducible code that shows the issue?
@@erikoverflow738 im using your code, so im guessing the problem is not in it
@@ruvenom7191 if you are only using my code and not introducing any of your own, then I do not know why you have that issue. I cannot help.
@@erikoverflow738 Assets\Scripts\DungeonGenerator.cs(20,21): warning CS0649: Field 'DungeonGenerator.pitMap' is never assigned to, and will always have its default value null
this appears in console for every tile and tilemap declared, can it be the issue?
@@ruvenom7191 have you configured the component in the inspector to align to the correct tilemaps?
Only generates staring area
same
can i use this code in my game and then sell the game for 1-5$? andorid steam etc
Yeah. You don't need to give credit or anything. I'll update the readme stating the code is free to use.
@@erikoverflow738thanks mate.. trying to figure out how to set this up as we speak.. any thoughts on how to palce random enemys in the dungeon? i want to make ita mining gathering dungeon where i gather nodes of ore which are randomly generated..
@@krazywulf1983 You could generate the nodes during dungeon generation, or you can store all of your "rooms" or tiles in an array, and generate the ores randomly by iterating through the array.
@@erikoverflow738 i was just thinking that.. glad we on point thank you mate.. sorry to be such a newb
@@erikoverflow738 how do i setup my walls tileset? its onlything not working|
code doesnt work
You'll need to share your code via github or another platform, as well as what the errors are if you want help.