How We Generate DUNGEONS In GODOT | Devlog

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  • Опубліковано 15 жов 2024

КОМЕНТАРІ • 30

  • @PatrickEspranger-The4th
    @PatrickEspranger-The4th 10 місяців тому +39

    There are two things you can do to further improve randomness. First is "theming", which is basically basic rules each dungeon "floor" has to adhere, including scaling rules for rising difficulty, and should be art-asset agnostic. Theming also works for sub-paths of dungeons, and allow for raising the difficulty of certain sub-paths that reward those who want to progress that path, for example.
    The second is having a large library of static rooms that infrequently appear independent of current theming, don't repeat during a gameplay loop and are not guaranteed to be generated. These are rooms you polish to the highest degree and flex your level design muscles with hand-made traps, challenges and so on.

  • @Drake_997
    @Drake_997 8 місяців тому +6

    My friend and I just started making our own indie game just a few weeks before the whole unity thing. Godot is a learning process but more than worth it. Thank you for the helpful tutorial!

    • @FiddleStoneGames
      @FiddleStoneGames  8 місяців тому +1

      Welcome on board in the indie development scene ;)
      What kind of game is it? Hope you're having a ton of fun with it!

  • @Alex_Aly
    @Alex_Aly 10 місяців тому +27

    Sollution : wave collapse algorithm :) have fun

    • @FiddleStoneGames
      @FiddleStoneGames  10 місяців тому +3

      Thanks!

    • @wulfrickwille3871
      @wulfrickwille3871 8 місяців тому +2

      Has anyone seen it implemented in GDScript? I made one attempt but gave it up for now.

  • @shuangiistyrax1064
    @shuangiistyrax1064 10 місяців тому +4

    Really great video! I've struggled with map generation for a long time, especially when trying to procedurally generate maps for building sections. I did a lot of research on various platformers with procedural maps, like Dead Cells, Neon Abyss, and Rogue Legacy. These are very fun games and could be a great source of inspiration for your project. Again, thank you for sharing your method!

    • @FiddleStoneGames
      @FiddleStoneGames  10 місяців тому +1

      Thanks a lot! Yeah, we already played Dead Cells and Rogue Legacy, but we will check out Neon Abyss as well!

  • @realjames1
    @realjames1 10 місяців тому +3

    really nice breakdown, can't wait to see more devlogs!

  • @Penguin_merchant
    @Penguin_merchant 10 місяців тому +2

    Great video. You explained everything really well and i think this will help a lot of people. (Also the game looks really good, I´m looking forward to seeing more of it).

  • @ShadowWolfTJC
    @ShadowWolfTJC 14 днів тому

    I personally don't mind there being a boss room right next to the player's starting room... as long as said boss room was locked by a door that required either collecting all of the keys required to unlock it, or flipping all the switches that were keeping the door locked.
    Take E2M6 from Doom, which has its level exit very close to its level start, but the exit is sealed behind 3 colored doors that each require its own same-colored key to unlock, which are all dispersed at the ends of 3 separate branches throughout the rest of this not-so-linear level.

  • @MrKubaxius
    @MrKubaxius 10 місяців тому +1

    Few years ago I tried making 3D dungeon generator with no prior experience in procedural generation. I've stumbled upon similar problems, but your solutions are much more elegant, grats

  • @Amazing_Software
    @Amazing_Software 10 місяців тому +13

    ** 3 hours later ** XD this is too real

  • @GameHypeStudios
    @GameHypeStudios 10 місяців тому

    Great video! I really like the look of your game so far. Can't wait to see more!

  • @ftrwar
    @ftrwar 10 місяців тому

    there was a game with random dungeons called Azure Dreams. i think the boss rooms were every 10th floor of the dungeon/tower

  • @xenaryst
    @xenaryst 10 місяців тому +2

    Nice video =)
    Also, there is one way platform in godot. So you may use it here 06:08.

    • @FiddleStoneGames
      @FiddleStoneGames  10 місяців тому +1

      Thank goodness, we were afraid we would have to implement that completely ourselves ;)

  • @MichaelVash7886
    @MichaelVash7886 10 місяців тому

    Very cool!
    Any recommendations on good resources to look at?
    I want to try to add some procesural swtupa to my brick breaker game!

  • @alexi2706
    @alexi2706 9 місяців тому

    but how do you know where are the doors ('connections in this case')? do you mark them with a node3d/ position index?

    • @FiddleStoneGames
      @FiddleStoneGames  9 місяців тому

      The connections have a dedicated class called "Connection" attached to it, in the very first frame we search for all child elements of each room that are of type Connection, which is also inheriting from Node2D
      Each connection can also only be either closed or open, which is decided by a minimum amount of open doors during the instantiation of the room itself, so we only need to loop through one single list of all remaining open doors when attaching the corridors once

  • @hamsu7453
    @hamsu7453 10 місяців тому +2

    Awesome video, are you able to drop the code or a tutorial will be even better!

  • @Mangalify
    @Mangalify 5 місяців тому

    Hey !, Can you Please Make how to export game from godot 4 to android ....i saw a lot of videos but in the end when i install my game in android 8 the game is stopped

  • @dancingdoormanable
    @dancingdoormanable 10 місяців тому

    The problem with this is that dungeons are structures made by sentient creatures. Form should then follow function. Even when natural caves are used by people the layout should make some sense. It doesn't have to be perfect, but corridors should lead to something. I think the algorithm should start with the positioning of the rooms, then figure out how those should be connected. With for instance waveform collapse. You could have a post sanitation step removing unaligned rooms and weird corridors or you could place the rooms along strata, so they are less random.
    Currently there is quite some footage floating around of people living in underground dungeons in Gaza. They seem to have given some thought to the structure and have all kinds of rooms in there. Maybe the general public got an insight into what a dungeon can be and you have to up your game.....then again, if it's a fun game it doesn't matter.

    • @Rai2M
      @Rai2M 10 місяців тому +1

      "dungeons are structures made by sentient creatures"
      THIS.
      You've nailed it. But, i believe, the word "dungeon" is from DnD and means almost anything but outdoors.

  • @Professor_Sick
    @Professor_Sick 6 місяців тому +2

    what is the code????

  • @the37ase
    @the37ase 10 місяців тому +1

    Ok, this is just a small thought. Do you think your game could do better with Procedural Animation. Again not that experienced but just looked like it could add flavour if you had level design that suited procedural animation. Somewhat like the game RainWorld. I thought about this when watching one of your previous video about rigging and animating the character.
    Anyways great content, watching you guys kind of motivates me too. Keep up the great work!
    Ok this is after watching the entire video. Lol your previous game is also somewhat similar to a game called Webbed. It ofc has far more advanced mechanics but has a very similar base concept.

    • @FiddleStoneGames
      @FiddleStoneGames  10 місяців тому +2

      Yes, the "world" of our game looks a bit stiff right now and we thought about improving it with some parallax effects, flickering lights etc. But now that you mentioned it, procedural animations might be a great addition. The levels of RainWorld look so alive!
      The only problem I see is that it requires a lot of work ;)
      We want to concentrate on the main mechanics of the game first but if we improve the graphics, we will definitely think about it. Thanks!
      Actually we used some procedural animations in oakley's adventure, the legs automatically adjust their position based on the surroundings.
      Yeah, it's a bit similar to Webbed, but we swear we did not copy :b, the main inspiration for oakley's adventure was a mini game from New Super Mario Bros. for the DS called "Mario's Slides".

  • @anytng2077
    @anytng2077 5 місяців тому

    What is the second question in life?