Nightcode play
So it's for the classic dungeon crawl from the entrance to the boss in the final room, but not necessarily for simulating real spaces. This is a logical framework for attaching one room to the next, with a flow of going from what you have designated as a starting room, through various other rooms you have specified, to an end room. Just in case the dev doesn't get back to you right away. If you need an official response right away, it's probably best to use the support email address.
![nightcode play nightcode play](https://i.ytimg.com/vi/qLJnVcyCjzo/maxresdefault.jpg)
Since it's just C# scripts doing random generation, I would imagine it works on all platforms. If you wanted to do other SECTR stuff, you'd manage that on your own.Īs for navmesh, you'll need something that makes a mesh at runtime, or some sort of alternative. If you want a loop or intersection, you'd need to cleverly place the whole loop or intersection within a room.ĭunGen does assist with the placement of locked doors and keys, such that keys will spawn before a locked door is placed.Īs for SECTR, DunGen is only set up to use VIS. While DunGen supports some branching, it does not make loops or intersections. If you make doorways that aren't used in the random generation, they can be filled with "door blockers" that you specify. Pieces within rooms can also be set to randomly appear, so you can have variations in room decoration.Īs for special rules, as you might imagine, you have to design each room of yours so that at least one door is on the edge of the bounding box, and for rooms that will be in the middle, they'll obviously need at least two doors.
NIGHTCODE PLAY GENERATOR
DunGen assembles the rooms according to a flow map you create, plus a dash of random generator seed. the walls, the floor and ceiling, colliders, the lighting, the encounter spawn points, door art, and so on. I understand your dungeon generation is much different, but do you think you can add this sometime in the future?Ĭlick to expand.Just in case the dev doesn't get back to you right away. My apologies if this has been requested before - I have researched it in the past but couldn't find anything.Īnother asset, Dungeon Architect, supports this feature, and I am very much in need of something similar for my current project. If this is not clear, I made a crude illustration:
![nightcode play nightcode play](https://i.ytimg.com/vi/QHP3-hSH5Zc/maxresdefault.jpg)
The best I have been able to do is to create a relatively straight dungeon with little to know branch depth, in order to accomplish this. That is to say, mark boundaries that the dungeon must not cross during generation. Is this possible, and if so do you have plans to support this? Or can I add or enable it somehow in the current version?Ģ) The #1 feature to me at the moment is the ability to constrain the dungeon's generated area space to certain dimensions. However, am I correct in my observation that the spawners, Random Prefab, Blockers, etc, do not abide by the Max Frame Time constraints? The game makes a very long pause after the dungeon is done generating and it starts to spawn in objects.
![nightcode play nightcode play](https://i.ytimg.com/vi/He1W6SBFFEI/maxresdefault.jpg)
NIGHTCODE PLAY UPDATE
The new update is phenomenal! Very happy with all of the changes and additions.ġ) My favorite addition, all thanks to the multithreading support now in Unity, is the asynchronous generation setting.