moolt / levelgenerator Goto Github PK
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License: MIT License
Unity plug-in for procedurally generating indoor levels using abstract chunks.
License: MIT License
Good evening Moolt!
Making some great progress here, now it's just a matter of polishing the connections. As you can see in the image below, the hallways are overlapping into the chunks. Meaning the center of the hallways is connecting with the chunk door, instead of the designated edge of the hallway template.
So instead of following the blue path, it's following the red path. Meaning the designated edges (marked in green) are facing the wrong direction completely.
Any help would be much appreciated!
Making some great progress!
Good evening, Moolt!
So this is a bit of a random issue, took me a few generations to get it to pop up.
When you add a hallway mask with 3 or 4 connections, the level generation starts to use that in "straight" sections and other places where a better match is possible.
So a straight hallway which would require a connection on either end, may end up using a mask with 3 or even 4 connections in the mask.
Say a corner, may even use a mask with 4 open connections.
Instead, the hallway masks should be matched to fit in with the most exact matches possible.
Good day, Moolt!
Level generator looks incredibly powerful, however, there seems to be a lack of documentation on how to actually use it. I'd like to build a room from assets (setting the "entrance" as a "door") and save the prefab as a chunk. I seem to have an issue doing that though. I also cannot seem to assign any fuzzy tags to the chunk.
Also another note, window > node editor, seems to have no functionality?
Would really love to get this running, any help would be greatly appreciated - and I'd be more than happy to help out with documentation once I understand the system a bit better.
Thanks!
@Moolt I was playing around with this and absolutely love it. Is there any chance of a code license being developed? I'd love to know if I can work based off of this for my own Unity game.
Hello again, Moolt!
When setting up a constraint for absolute room spawn amounts, the level generator seems to ignore the constraint. I have tried setting it up like the image below:
As well as tried setting up the room as a "Start" room, as well as a combination of both. In all cases more than 1 instance of the room is generated.
Is there something that I am doing wrong? :)
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