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Advanced Features: Overview

Once you're comfortable with the Core Concepts of Tiles, Tile Sets, Archetypes, and the basic Dungeon Flow, you can begin exploring DunGen's more advanced capabilities. This section covers features that allow for greater control, deeper integration with your game systems, and more complex procedural outcomes.

These features build upon the foundation established earlier, enabling you to:

  • Add significant visual variety without necessarily creating more unique Tile prefabs.
  • Implement gameplay mechanics like locked doors and keys.
  • Exercise fine-grained control over tile placement and connectivity.
  • Hook into the generation process with your own custom code.
  • Attach new dungeons dynamically to existing ones.

Build Upon Core Concepts

While powerful, these features generally assume a working knowledge of the basic DunGen workflow. If you haven't already, make sure you're familiar with the topics covered in the Getting Started and Core Concepts sections.

Explore the Advanced Features:

  • Props for Variety: Learn how to use Local Prop Sets, Random Prefabs, and Global Props to dynamically add or remove objects within your tiles, increasing visual interest and randomness.
  • Doors: Go beyond simple blockers/connectors. Understand the Door component placed on spawned door prefabs and how it interacts with other systems like culling and pathfinding.
  • Lock & Key System: Implement locked doors and corresponding keys within your dungeon layouts using DunGen's integrated system and its C# interfaces.
  • Injecting Special Tiles: Force specific tiles or tile types to appear at certain points or under certain conditions within the dungeon layout, using either the Inspector or custom code.
  • Tile Connection Rules: Define explicit rules, using Tags or code, to control precisely which types of tiles are allowed (or forbidden) to connect to each other.
  • Generating Attached Dungeons: Learn how to procedurally generate a new dungeon layout that connects seamlessly to a specific doorway in an already existing tile (either manually placed or part of a previous generation).
  • Runtime Events & Code Execution: Execute your own custom C# logic at specific points during or after the dungeon generation process.
  • Custom Post-Processing: Add your own major steps to DunGen's generation pipeline, useful for integrating complex third-party systems or custom analysis.
  • DunGen Character Component: Use this simple helper component to easily track when a player (or any object) moves between different Tiles in the generated dungeon.

Dive into these topics to leverage the full potential of DunGen and create truly unique and dynamic procedural environments.