Technical Artist
Procedual Dungeon Tool
Summary
For this project, I wanted to expand my knowledge of procedural generation, which coincides with tool creation. I wanted to create an 'easy to use' dungeon tool that would allow both designers and artists to quickly test out level/room designs and see how their environment looks within a whole dungeon (level) setting. This tool can also be used in level design, allowing designers to easily create" dungeon levels" by swapping out themed rooms with new ones. It allows designers to quickly create procedural levels, which create the sense of progression without having to code or create blueprints which change out selected assets, etc.
Features
Tools
This tool contains the following features, which allow for easy dungeon (generation) customisation, such as:
The option to use a Dungeon Seed: The dungeon tool includes a tick box. Giving users the option of whether they want to randomise the room each time the level has loaded, or utilise a dungeon seed.
Dungeon Seed: If the option is selected to use a dungeon seed, the user can input a value that will set the dungeon seed. Allowing designers to load levels with specific dungeon paths.
The option to include an End Room: The user can use the tick box to decide if they want the dungeon map to contain an end room. Giving designers the option to house either a boss or an object that allows the player to 'progress to the next level'. The tool could be used here to open the 'next' level reload the level or the next one with a different set dungeon seed. Thus creating the idea of progression for players with a random seed/path or one with a set seed that may include different dungeon room assets.
Number of Dungeon Rooms: This value input allows users to specify how many rooms they wish to add in the dungeon level. If set to zero the dungeon will spawn a set number of rooms within a clamp, I have set up between 1 – 25 for this demo. Thus, limiting the chances of errors in the form of infinite loops caused by layouts that go in circles.
Editable Dungeon Room Asset List: The tool allows users to add their dungeon room designs to a list. When the dungeon starts creating its path, it will select a random asset from this list to use as the next room to create the dungeon. This project will contain a template called the ‘Master Dungeon Room’, which serves as the parent room acting as a template for level designers. Providing them with all the collisions and folders necessary to design new dungeon rooms. Creating a child of this asset allows designers to easily create (quickly block out) room designs, and adjust their scale and shape in order to test concepts quickly. Once this has been confirmed, artists can then populate the asset with modular assets and lighting. Providing artists the opportunity to test and see how their room looks alongside others in the dungeon.
Spawn in Dungeon Spawner: This option simply adds the dungeon spawner to the level. The dungeon's parameters can be adjusted either before or after the spawner has been added to the level, updating when any of the values have been changed.