Create a procedurally generated dungeon. Includes two layouts: "rooms and hallways" and "dungeon cave".
Authors and contributors to this community extension: VictrisGames, oscuridad666.
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.
This page is an auto-generated reference page about the Dungeon generator extension, made by the community of GDevelop, the open-source, cross-platform game engine designed for everyone. Learn more about all GDevelop community-made extensions here.