Procedural Dungeon Generator 3.0
With Update 3.0 I’ve replaced the short and tall room system with a scalable room height float. The dungeon can be assigned a max room height and rooms will randomly generate between the min and max height. In the path/room settings rooms can be locked at a specific height instead of only tall, and will generate only at that height, or the max height of the dungeon if it’s lower.
I’ve also added height variation between rooms. New rooms will generate one tile above or below the floor of the previous room. Corridors are then built at the level of the lowest room, spawning a staircase doorway in the floor of the higher room. If a corridor passes through a previous room above the floor the generator will build a bridge cutting through the previous room.
Update 3.0
Changes
Changed Path Trim Material to assign to “Trim” Material slot instead of MatSlot 1
Changed DoorActor in KeyLocks Struct to WallDoor Actors Array
Added Ceiling Doors to KeyLocks Struct
Changed Keys/Locks in path themes to Key/KeyLockData Dictionary to allow multiple door and ceiling door variations to be assigned to a single key
Removed Tall Rooms Bool in Map settings and replaced with Max Room Height Variable
Removed Tall Mesh Variations
Removed Boss Mesh Variation
Scalable Room Height
Added Max Room Height
Changed “Tall Rooms” bool to “Varied Room Height”
Changed Room Struct “TallRoom” bool to “Allow Height Variation”
Changed Room Struct “OnlyTall” bool to “LockHeight”
Added “Locked Height” variable to Room Struct
Added
Multi-Story dungeon
Added Leveled Bool to toggle leveled dungeons
Added StairMesh Tiles array to Room Struct
Added “Ceiling Doors” array to Room Struct
Added Ceiling Doors to KeyLocks Struct
Added Bridge generation for corridors cutting through rooms above floor level