I'm just brainstorming ideas here, nothing is set in stone just yet. I could also include both types of generation in DunGen but I feel that would make the asset bloated. It might also prove to be too much work to maintain two procedural generation assets, especially when they're effectively competing against each other.
#TINYKEEP DUNGEON GENERATION DOWNLOAD#
Of course that leads to other problems - I don't think Unity would provide me with a way to do this, so anyone getting the new asset for having previously purchased DunGen would have to download it through my website, not through the asset store. If I were to do this, I'd make it so that anyone who had bought DunGen up to that point would get the new one for free, I'd probably drop the price of both assets as well. The latter would also likely be more robust and efficient since it effectively boils the whole problem down to a simple grid. The other would allow for the new features I already mentioned (and more) that aren't possible with how DunGen currently works. I'm considering splitting DunGen into two assets: One that continues on the current path of having zero-limitations and being completely design-driven. I think these problems are going to stop me from implementing the proposed changes into DunGen. You could still have complex room shapes but all doorways would have to lie on the edge of this bounding box. Each tile would need to fit into an axis-aligned box with dimensions that are multiples of the grid size. The proposed changes actually make this impossible.
![tinykeep dungeon generation tinykeep dungeon generation](https://media.indiedb.com/images/games/1/23/22857/129.png)
I could make the grid size configurable but that wouldn't solve the problem of having assets from different sources that are different sizes. My ideas so far wouldn't support multi-floor setups - I might be able to come up with a solution that does though. It seems the reaction is mostly positive but there have been a couple of issues brought up that I hadn't thought of - which is why I'm always going to ask about things like this before just implementing them. PS: I was thinking that something is going on as you moved the new dungeon flow to the ToDo-list in trello Currently I don't mind to set up a few small corridors based on the assets I have - they are really a no-brainer and easily made. What requirements to the assets are needed? Double-sided walls / single sided? Again, I'm maybe a bit concerned about the restrictions which comes with it. How would you implement the control of the corridors.
![tinykeep dungeon generation tinykeep dungeon generation](https://steamcdn-a.akamaihd.net/steam/apps/278620/ss_cc34cceb8dafade806d5f33e63812121b75a647e.1920x1080.jpg)
Would the new requirements mean that we can have only rectangle rooms with a multiply of a standardset or could we still get non-rectangle rooms? On the other hand, you mentioned that you maybe try to get rid of the requirements to have to doors all the time on the outer borders of the AABB. With the requirements you mentioned, I may have to be very careful not to mix up something or to be very selective with the assets beeing purchased or try to get an dedicated artist which again can get costly. some artists using 1.5 x 1.5m tilefloors and others may use 1 x 1). I don't need to care if wallsizes / floorsizes matches each others as long as the overall flow feels right (e.g. With the current process, I can search in the asset store (or somewhere else) and if it fits the theme I have in mind I can use it.
![tinykeep dungeon generation tinykeep dungeon generation](https://steamcdn-a.akamaihd.net/steam/apps/278620/ss_142d94992726f2fb5c917b3d4acef549b176de65.1920x1080.jpg)
I understand where you are heading to and I think there are several charming aspects to it.īut for me personally, as I'm more a programmer person I'm relying on graphical assets from other persons. One of the reasons I choose DunGen over other random dungeon generators in the asset store was the ability to have random dungeons on one hand but nice control on creating the rooms / connectors on the other hand. First of all, thank you for providing some feedback on planned/upcoming features.