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. ![]() 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. ![]() 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. 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: 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. zip version for windows as well.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. Lastly, i fixed a problem where the horizontal scroll bar would cover up the last line of the file, making it impossible to see.Įdit: just released 2.8.3 which adds a portable. I also updated quil in the graphics template so it should actually work on modern JDKs now. The game template now creates a play-cljc project, instead of play-cljs (my old library). I gave my mac to my sister anyway, so it's a pain to even build for it. I don't want to pay apple $100 just to be able to sign the damn thing. I'm not building a native package for Mac OS for now, so mac users will need to use the jar. ![]() Luckily it's being re-added as jpackage in JDK 14 so i just used an early access version to make the packages.įor linux, in addition to a deb package, there is now an AppImage, which is a really nice format that is becoming popular now. I haven't done this since version 2.6.0 which was like a year and a half ago, because javapackager was removed from the JDK. Starting with this release i'm now building native packages again.
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