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[Release] Dungenizer 2D - Dungeon generator

Discussion in 'Assets and Asset Store' started by mpamukcu, Dec 1, 2014.

  1. current666

    current666

    Joined:
    Oct 28, 2018
    Posts:
    4
    Hello, the generator worked really well except the floor issue. There is no floor inside some corridors like shown i the picture. Do you know why that happened?
    upload_2019-2-19_21-6-11.png
     

    Attached Files:

  2. current666

    current666

    Joined:
    Oct 28, 2018
    Posts:
    4
    Nevermind, I modified the rotation of tiles inside corridors. Everything is fine now.
     
  3. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hi, I am glad it worked for you. Thanks for using Dungeonizer.
     
  4. FabDynamic

    FabDynamic

    Joined:
    Jul 31, 2017
    Posts:
    36
    Hey I love this thing!
    Here's a video I just made showing how to use most of the features of Dungeonizer:


    P.S. I found two bugs.

    1. When I add any corner prefab the dungeon didn't generate. I fixed this on line 640 of Dungeonizer.cs by changing this:

    Code (CSharp):
    1.  
    2.                     if(cornerPrefab)
    into this:

    Code (CSharp):
    1.  
    2.                     if(cornerPrefabToUse)
    2. If you set 'spawn room' to the same as 'maximum room count' then it only spawns a single instance of your object. This bug is shown at about 4m45s in the video above.
     
  5. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello FabDynamic, You are very kind. thank you so much! I'll patch Dungeonizer immediately and send to store.
     
  6. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello everyone, fixed version is now in the asset store.
     
  7. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello,

    There is problem with 2d mode corridor floors right now. Floors are rotated in wrong dimension.

    You can fix it with:
    Code (CSharp):
    1. //changing line number 622 from:
    2.                     if (orientation == 1)
    3. //To:
    4.                     if (orientation == 1 && makeIt3d)
    Line number right for latest version. Also a fixed version is on the way to asset store.

    Have a nice day.
    Mert
     
  8. JustinSix

    JustinSix

    Joined:
    Jan 21, 2019
    Posts:
    1
    no matter if I do spawn in middle spawn by wall or leave it as default spawn random my objects are consistently spawning INSIDE the walls... which looks terrible http://prntscr.com/mvcjko any fixes to prevent things from spawning in walls?
     
  9. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello JustinSix,

    Since Dungeonizer is a tile based system. Spawned objects bigger than your default tile dimensions (like size of your floors) can create this kind of problems.
    Also i can see there is a rotation problem here too. Since object in screenshot not facing the default rotation, you can try to create an empty gameObject then make your gameobject as a child of it, rotate child object 90degrees (in Y), save as prefab and use "rootObject" in spawn section in Dungeonizer.

    Here is an example;

    2019-03-09 12_06_55-Window.png

    Thanks for using Dungeonizer,
    Mert
     
  10. Alkanov

    Alkanov

    Joined:
    May 15, 2017
    Posts:
    54
    Hi, Im super interested on this asset but I only care about he top-down 2d part of it.

    I hope you dont mind me asking some questions before buying it:
    1. Does it generate the dungeons using tilemaps?
    2. I only see option to specify wall,door,corridor and corner - what if I have 2 types of walls or 3 types of corridors? can I add them here or do I need to generate 3 dungeons and then stitch them together?
    3. I read it only supports linear dungeons now - would it be possible to have a bool to make it optional to generate interconnected rooms? My game is an online RPG and for grinding areas is importante players can go from A to D without having to necessarily go via B and C
    4. This one is regarding performance, I see this generates many prefabs but is there any performance hit on having these many prefabs rather than one big tilemap?
    Thanks
     
  11. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello Alkanov,

    I will try to answer your questions.
    1) No.
    2) You can use different types of walls for specific rooms but its not random. You can stitch your dungeons if you want to use dungoenizer in editor only. (It can work on runtime, but can't stitch dungeons).
    3) There is a linear route from begining room to exit room. But it also creates rooms like branches. Its like there is one right path and some paths with dead ends.
    4) All dungeon tiles are "prefabs" but 2D prefabs are easy to render for many modern hardwares. I can say 100-150 room dungeons works well in my iphone 6s.

    Good luck!
    Mert
     
  12. Alkanov

    Alkanov

    Joined:
    May 15, 2017
    Posts:
    54
    That's great, buying it now. Thanks
     
  13. Alkanov

    Alkanov

    Joined:
    May 15, 2017
    Posts:
    54
    Alright im back with more
    1. Is there a way to make corridors wider?
    2. am I doing something wrong here? Is there a way to make corners rotate properly?
     
  14. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello Again! its good to see you bought dungeonizer.Thank you so much.

    1) No sorry, corridors are always same size as other tiles.
    2) There is a corner rotation checkbox in dungeonizer. Probably will solve your problem.
     
  15. arey85

    arey85

    Joined:
    Oct 10, 2017
    Posts:
    9
    Hello. I've bought the asset and I love it a lot.

    2 things though that would be really appreciated if you could do/fix: 1 is a nice to have feature, the second is a bug:

    1: It would be really nice if I could use a different prefab for next to the door tiles. Right now it generates a tile I cannot change in any way.

    2: I think a minimum corridor size variable or some other solution for making sure that rooms do not collide is necessary as I often encounter rooms that are either colliding with each other (the walls are next to each other) or even overlapping.

    The bigger problem is the overlapping, I don't mind a next to each other room part tough it would be nice to be able to set it so for example if the minCorridorSize is 0 then next to each other rooms are allowed if 2 then the next room needs to be separated by a corridor that has a size of 2
     
    Last edited: Jul 19, 2019
  16. redwiz666

    redwiz666

    Joined:
    Aug 9, 2017
    Posts:
    5
    I bought this asset a while ago (about a year) right before I took a break from programming and I'm going to be starting back up writing my dungeon crawler. I can't seem to remember or find the option for a seed number for the levels. Is there a way to recreate the levels that it generates?

    What I'm looking at doing is to use it with a multiplayer game so I would think that I would need a seed number or some way for it to create the same dungeon on both clients that way they can play together and would just need to pass along the positions of the monsters and players for them both to see the same content.
     
  17. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello,

    Sorry, dungeonizer never supported seeds.
     
  18. redwiz666

    redwiz666

    Joined:
    Aug 9, 2017
    Posts:
    5
    Thanks for the quick reply. I couldn't remember.

    Maybe I will see about having the client send the other clients the map model.
     
  19. oliver_unity892

    oliver_unity892

    Joined:
    Oct 28, 2019
    Posts:
    91
    Hi

    My "dungeon" is a sewer and the walls are made up of two tiles, one at the bottom of the wall, and one at the top of the wall. Can Dungeonizer support walls which are two tiles high?

    From what I can see, I could just make a prefab which has the two tiles in it, which is then used as the basis for the walls. Is that right?

    Also, can dungeonizer spawn decorations on my walls? Like clocks, or grates, or signs etc?

    See this example;

    Sewer.png
     
  20. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
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    Hello! first, sorry for late reply. With a little bit code modification i think dungeonizer can make 2 wall height dungeons in 2d. Dungeonizer code is pretty simple, also i can give you support for directions.

    Also, Dungeonizer supports wall decorations but that was intented to put chest like things againts the wall. Honestly, I am putting wall modifications using a random spawner attached to my wall prefab for my own projects.
     
  21. Rin-Dev

    Rin-Dev

    Joined:
    Jun 24, 2014
    Posts:
    558
    Is there a way to spawn the startPrefab in the center of the room? I've went through the code but I can't seem to get it right.

    *Edit*
    I've decided to just put an Empty object in the Start Prefab and End Prefab, then have those listed in the spawn options instead. Same effect I was wanting
     
    Last edited: Oct 3, 2020
  22. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello Everyone, new version is out. Lots of stuff changed. We have a better dungeonizer now. Have fun!
     
  23. BellokTV

    BellokTV

    Joined:
    Dec 14, 2018
    Posts:
    17
    Thanks for your hard work. I have a few issues.

    1. The discord link on your site is expired. You should set it to never expire with unlimited uses.
    2. The contact form on the site doesn't work.
    3. This one is the most important. I am receiving a class error: Can't add script class cannot be found. Make sure that there are no compile errors and that the file name and class name match. I reimported the Dungeonizer.cs file and no change.
     
  24. BellokTV

    BellokTV

    Joined:
    Dec 14, 2018
    Posts:
    17
    Ok. I got #3 fixed. Though I had to backup, delete all of my unity temp folders and project folder, and then redownload Dungeonizer. But now I have a new issue that I can't seem to figure out. Everything seems offset by five units and my corners are being rotated counterclockwise around the room... This causes two of the corners to always face the opposite of how they should be facing.

    I've tried rotating my prefabs (as I created my corners, ceilings to my floors, door frames with doors for my door walls, and all of the extra what-not... I always end up with the gap between the edges of two walls and the two backward corners. The corridors are also, obviously showing the offset as well. I'll keep trying to find an answer, but I hope I can get one here.
     

    Attached Files:

  25. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello,

    Thanks for all the warnings, Can you share your wall prefab only screenshot too?

    Also i created a new discord link here, i think we can solve problems quickly there.
    https://discord.gg/EH2SV7zhkj
     
  26. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hello,

    Thanks for all the warnings, Can you share your wall prefab only screenshot too?

    Also i created a new discord link here, i think we can solve problems quickly there.
    https://discord.gg/EH2SV7zhkj
     
  27. BellokTV

    BellokTV

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    Dec 14, 2018
    Posts:
    17
    Sure! Here you go.
     

    Attached Files:

  28. mpamukcu

    mpamukcu

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    Sep 2, 2013
    Posts:
    39
    Well since Dungeonizer is tile based, i found best solution for this kind of walls are putting the wall in an empty gameobject, then putting a floor to it too. I will put some example screenshots from my game project. Maybe same orientations work for you.

    2020-11-13 21_41_28-Microsoft Store.png 2020-11-13 21_42_36-Microsoft Store.png
     
  29. PuppyGamingDev

    PuppyGamingDev

    Joined:
    May 14, 2017
    Posts:
    5
    Hi, I tried to join your Discord but I keep getting a 'Whoops, unable to accept invite' I've also got an issue with the walls. there is always 1 side that is perfectly fine and then the other 3 sides look like they are a whole tile offset.

    Edit:
    This is also the case when using a big block as a wall as well, one wall is fine but others are offset

    Edit Again:
    Managed to get into Discord, could accept it using web version but managed it on mobile, weird
     

    Attached Files:

    Last edited: Jun 6, 2021
  30. Sofiel

    Sofiel

    Joined:
    Aug 6, 2017
    Posts:
    60
    Hi @mpamukcu

    very cool asset. Only I have an issue. When I play the scene (demo scene) no changes the map is really small and spins endlessly. I thought it might be for combining with the top down engine but that wasn’t the problem when I tried using it on its own. Any idea of what could be happening? Thank you for your time.
     
  31. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39

    Hello, i couldnt completely undestood the problem. May i invite you to our discord channel and take a look at your screenshots etc.?
    https://discord.gg/EH2SV7zhkj

    Thank you
     
  32. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    321
    Why don't you add a Seeds feature?
    It would be nice to reproduce the same dungeon, all you have to do is to multiply the random value for the seed. that will return always the same value.
     
  33. mpamukcu

    mpamukcu

    Joined:
    Sep 2, 2013
    Posts:
    39
    Hi, very hard question, i dont know why i didn't added. I'll be try to implement in next update.
     
    MaximilianPs and tequyla like this.
  34. mahaker-js

    mahaker-js

    Joined:
    Dec 15, 2022
    Posts:
    1
    Thank you for a very nice asset.
    I have a question about the specifications of the asset.

    I want to connect one room to 3 or more rooms. Is it possible to generate such a dungeon?
    I have set maxRoomCount to 5, but I could not generate it.
    I am using version 2.0 of the asset. Best regards!

    In the figure, Room2 is exactly that.
    Room1
    |
    Room3 ----Room2----Room4
    |
    Room5
     
  35. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,300
    Hello, this is really helpful and very cool asset, thanks a lot!

    Some first thoughts after starting my game with it:

    - Walls is 1x1 do not look good in 3d. It would be great to to have a "thickness" or "wallsize" I can set from 0.1 to 1 or something like this. Maybe they are rotated 90°automatically or they have a horizontal and a verticall wall prefab. Important would be "spawn by wall" should then calculate it's location with that thickness and orientation too
    - Navmesh stuff would be great! Just like a spawn option. You could maybe say vertical or horizontal orientation is allowed or both and neighbour room numeric input, 1 allows to go to the neighbour room only and patrol, or 3 says the next 3 rooms are okay for patrol. I do not know if it is possible, but already the neighbour room itsself to patrol would be great!
    - A minimum and maximum corridor size would be great. The current corridors with 1 meter are too small I would like to have 2 m (tiles) and to some large room maybe 3 m (tiles)
    - What the previous post said is also useful
    - Seed would also be helpful

    Thanks a lot and have a nice wekend :)
     
    Last edited: Jul 29, 2023