Core Concepts: Overview
Asset Types
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Tile
The building blocks of your dungeon. Usually a single room or corridor
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Tile Set
A collection of Tiles to choose from at random
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Archetype
A type or “biome” for a dungeon section. Also describes how branching occurs
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Dungeon Flow
The master graph that controls structure and progression
Paths
There are two types of path in DunGen:
Main Path
The primary route or “hot path” through your dungeon that goes from the Start tile to the Goal tile.
DunGen first creates the Main Path by running through the Dungeon Flow from start to finish. Each step adds a new Tile adjacent to the one created in the previous
step, constructing the dungeon one tile at a time. Since the Main Path is considered critical to gameplay, if DunGen fails to generate it following the constraints set, it will backtrack or restart until it succeeds
Note
In the editor, DunGen will give up if it fails to generate the dungeon a certain number of times to avoid running into an infinite loop. In a packaged build, it will continue until it succeeds
Branch Paths
One of any number of optional branches coming off the Main Path. These are not meant to be critical to gameplay.
Once the Main Path has been generated, DunGen loops back through the dungeon adding Branch Paths to line segments in the graph. If DunGen fails at any point when generating a branch, it will consider the last Tile placed to be the end of that branch and move on.