[Release] Dungenizer 2D - Dungeon generator

Hello,

I tried to find a simple dungeon editor for my 2D game and i decided to write my own. If you looking for a really simple dungeon generator, check out my new editor extension.

Key Features;
Creates nice dungeons from simple prefabs. It works ON THE FLY or by an Editor extension .
Populates with your prefabs like like chest,monsters,npc’s (or whatever you want).
You can choose them where to spawn for chest to spawn next to walls or any random location.
Generates an enter and exit prefab.
Customizable room count and room sizes.
Works in unity5!
Frequent updates.( I am working to add some cool features to it . and please feel free to ask for updates that you need. )

Just create your monster and player logic by yourself, and let the dungeonizer create level design for you.

Price: 5$
Asset Store Link;

FAQ:
Q: How i can create roofs?
A: You need to attach roof prefab to your floor prefab like this;

1868424--120037--dungeonizer2.jpg

Does this work with Unity 5?

Yeah it works!

I watched your video and it seems this is a pretty cool tool. I have not bought it because it doesn’t suit my current project but I may get it in the future. (So I added it to my wishlist)

As I’m working on a semi-similar sort of tool (Not a generator but an tilemap system) I have used a class you may have interest in.

I imaging you call GameObject.Instantiate(prefab) somewhere in your code.
I suggest you change it to something like this:
(At the top of your script)
#if UNITY_EDITOR
using UnityEditor;
#endif

(Where GameObject.Instantiate(prefab) is being called)
#if UNITY_EDITOR
GameObject.Instantiate(prefab)
#else
PrefabUtility.InstantiatePrefab(prefab);
#endif

This way if you generate the dungeon in the editor you still get prefab connections (IE. you can click an object in scene make a change and be able to hit apply and change it across all prefabs) and so it still builds properly at runtime and can still generate at runtime.

Best of luck on your tool. :slight_smile:

hi, the generator is great. I am working on a mobile game which needs pathfinding. I have both a pathfinding and navmesh so any will do. Can you please make a video or guide a noob with necessary steps . I will be generating levels on the fly at runtime . I read the review which Darren Cook wrote . So I am guessing you already have figured a solution and I am hoping you and Either Darren can guide me . I posted it and here and did not email because I think others can also benefit from the solution . Thanks in advance . Let me know if you need more details.

hi, the generator is great. I am working on a mobile game which needs pathfinding. I have both a pathfinding and navmesh so any will do. Can you please make a video or guide a noob with necessary steps . I will be generating levels on the fly at runtime . I read the review which Darren Cook wrote . So I am guessing you already have figured a solution and I am hoping you and Either Darren can guide me . I posted it and here and did not email because I think others can also benefit from the solution . Thanks in advance . Let me know if you need more details.

Hi,
I was created this video for Darren as a little workaround for navmesh. I hope it will help you too.

Thanks for using dungeonizer,
Mert
Dungeonizer

Was someone able to create a whole 3D “procedural” Dungeon with this tool?
I really like how easy the asset has been made and as I understand this is a simple dungeon generator to create the Dungeon level with 4 prefabs (wall, floor, roof etc).
As far as I can see you cant drag and drop different Wall / Roof / Floor Prefabs to the different fields, to make rooms with different random prefabs?
I mean in a 3D Dungeon you don’t use alsways the same Wall prefab. I am coming from Dungen so I am really interested to know if this tool can be used to create procedural dungeons consisting of different Prefabs. (Every room looks completely different and random).

Hi Ronny,

You can use different wall/floor/door prefabs in different rooms. And you can spawn objects specifically for selected rooms. (also with some code, you can change everything, i am working on some plug-in option for next version)

Mert

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This sounds pretty awesome. So one can assign 4 wall prefabs and rooms are created using the different wall prefabs randomly? Is there a documentation or video which describes this? Because the little Tutorial video just shows how to use only one prefab drag and droping it to the field (wall / floor).

Really interested to see whats possible to create with this asset.

Not randomly, you need to assign like (2nd room after start is using that walls, 5th room using this walls + that mini boss, in 7th room spawn a key, 9th room uses locked doors,and fancy floor etc.etc.)
Most of dungeonizer customers did not need a tutorial (because its really easy) for customization but i will create a sample video for you and share here soon.

Just wanted to share a custom configuration that creates different walls in different rooms before making a video.
Creates different walls in room 4 and room 7 It also creates a boss in 7th room. (forgot to put a wall in 8th room,sorry but its pretty like this). If you check “generate_on_load” setting, it will create a new random dungeon when dungeonizer prefab loads in scene on the fly. And “tile scaling” option is for your prefabs standart tile width. (i used 2x2 sized walls in this case)

1 Like

I see, this is really easy. I like that!
What still wonders me is, how do you manage to give a room multiple walls? In the screenshot I see that you are using different walls in the custom rooms (4,7,8). But anyway it’s still one wall prefab for one room. What if my room should consist of two different old stone wall prefabs? Do I have to create one “combined_wall” prefab which consist of both wall prefabs, because I can just use one wall prefab for a room?

Or can I just create 2 Custom Rooms with the same Room ID using different wall prefabs, and your asset will combine them?
Just curious because my rooms consist of wall prefabs with windows, without windows, with loose stones in it etc. They are not always “spawned objects”. Sometimes they are in the wall prefab itself.

Spawned Objects like stairs, deks etc. can be spawned using spawn options, like you did with the boss I see. Another question would be, how are they spawned? Are they spawned in the middle of the room, are they spawned randomly? Because a Boss normaly should be spawned in the middle of the room but other objects like desk and tables on different locations. I suppose they are just spawned randomly and I need to move them by myself in the room where I want to?

Thanks again for your input and information :slight_smile:
Cheers
Ronny

Hello Ronny,

  1. Sorry dungeonizer can’t combine 2 different wall prefabs in same room (yet). You can put a start script to wall prefab to change its behavior randomly. But its not dungeonizer, just a walkaround.

  2. You can choose an object to instantiate randomly in a room - or spawn it next to a wall (“spawn by wall” option,its good for desks or light etc)

Ps: i am working on a future version of dungeonizer that allows to set spawning rules. Its currently working well but i couldn’t make a -very simple- frontent for this rules so i am working to make it simpler, useful:
Rules like; if room bigger then 5 squares put a carpet in the middle, a desk and put some libraries next walls etc.etc.

Mert

1 Like

It would be cool if the “Floor Prefab” “Wall Prefab” would be a list of objects not only one object. So you can just drag and drop multiple prefabs to it, or use comma seperated object names and your asset will spawn them randomly than.Or just do it like the Custom Room / Spawn Options Size Rules. Incrase Size for different Wall / Floor Objects.

To your Spawn Rules problem:
I think a Dropdown Box for Spawning Rules would be good for that.
Something like:
Spawning Rule for this Object / Prefab:

  • Random
  • Middle
  • On Wall
  • On Object (Think of a Prince Boss which should be spawned on a Chair you spawned before, or of a candle light which should be spawned on a desk spawned before).

Anyway I still think that this asset is pretty awesome doing the current features so user friendly and easily. Gonna take a closer look to it this weekend.

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Hello,

I recently purchase the asset and its great but how does one achieve this style to generate?


I tried to copy the count and sizes that are on the inspector but all i get are halls that are way to far apart(demonstrated below).How does one condense the dungeon to look like the image above?

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Hi,

Unfortunately no. Dungeonizer was renewed to prevent shortcuts between start and end rooms (like very long corridor in that image). I did it because,i wanted to allow dungeonizer users to create flows like “start->key->mini boss->locked door->another boss->loot->big boss->finish”.

If you still want that version, please send an email to “support at mahalle.org” with a copy of your purchase email.

Thank you for choosing dungeonizer,
Mert

(i edited this post for add salute sorry)

It would be nice to have an option to generate the style LifeAbstract is asking for. Also, I like RonnyDance’s suggestions.Those would be great additions.

Anyways, I am looking forward to your planned updates.

Thanks for your opinions. I am working on RonnyDance’s suggestions as much as i can. For LifeAbstract, that was nearly a rewrite of all code, and i can’t implement custom rooms and spawn options to new algorithm, sorry.

I am going to think about for a better solution to everyone. Maybe more scrambled looking algorithm. For now, I need to change screenshots asap to prevent potential misunderstandings.

Hey everyone, I’ve just been having a bit of a play around with Dungeonizer (after being away for a year), and have set a dungeon to generate on load. But after having a bit of a look through I couldn’t see a sort of ‘onDungeonReady’ event and thought I’d drop the suggestion in here. Obviously ignore me if there’s already such a thing and I’ve overlooked it.

I’m not sure it would be massively useful, but it might be if you have to do some post processing in or around the dungeon for whatever the reason.

Anyway keep up the great work, loving the minimalism of the plugin and the power it has. Have a great Christmas in the interim! :smile: