Create a procedurally generated dungeon. Includes two layouts: "rooms and hallways" and "dungeon cave".
How to use:
- Run the "Generate Dungeon Cave" or "Generate Dungeon with Rooms" action at the beginning of a scene.
- Keep the amount of space used by room objects to less than ~25% of the total map. If you add too many rooms, they will not be placed correctly and might collide with other rooms.
- Try using top-down controls combined with physics behavior (with no gravity) on the player and wall objects
- Use external layouts to place pre-designed rooms on randomly created room objects
- Use "Delete Unused Terrain" option to reduce resources used
- Use "RoomID(object)" expression to determine the starting and ending room
- Use "NeighborCount(object)" expression to find good places to place treasure. A high amount of neighbors means that the tile is a nook or cranny.
- Use "IsRoomEntrance" condition to identify hallway objects that are adjacent to a room
An example shows how to procedurally generate dungeons or caves (open the project online).
Learn how to install new extensions by following a step-by-step guide.
Calculate the number of grid neighbors around an object
Calculate the number of grid neighbors around an object. Use "NeighborCount(Object)" expression to retrieve this value.
Generate a dungeon cave
Generate a dungeon cave using a random walk algorithm. When the walker touches an edge of the map, it is moved back to the center of map.
Generate a dungeon with room and hallways
Generate a dungeon by placing rooms in random locations and moving them if they collide with each other. Rooms are connected with hallways.
Hallway is a room entrance
Check if hallway is a room entrance.
|Number of grid neighbors of an object. Requires running the "CalculateGridNeighbors" action before using this expression.
|The numerical order this room was created. (Range: 1 to total number of rooms).
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